Abstract

Online gaming is an action of playing the game with multiple player using internet connection. This study aims to analyze parent's emotional parenting practice and adolescent self-control on online gaming behavior among adolescents. The population in this research are vocational high-school students in Bekasi City. The school used in this research is chosen purposively that is State Vocational High-school 2 in Bekasi City. After 204 adolescents chosen, non-proportional random sampling was conducted to 60 respondents as sample between 16 until 18 years old who enrolled in vocational high school in Bekasi city. Data were collected by questionnaire with self-report technique. Most of the male and female adolescent emotional parenting practices are in a low category. Most male adolescent self-control are in the low category and females are in the middle category. Female adolescent self-control is higher than male adolescent. Most of the respondents are in the low category of online gaming. Male adolescents have higher rate of online gaming than female adolescent. There's a negative correlation between age, sex difference, negative and self-control with online gaming. There are direct influence of self-control and positive indirect effect of emotional parenting practice through self-control to online gaming.

Highlights

  • The internet has been a part of life and the development of technology. Gayatri et al (2015) research on digital safety for children and adolescents in Indonesia found that 98 percent of children and adolescents are acquainted with the internet, and 79,5 percent of them are internet users

  • Gamer is a term commonly used to describe people who often play games. This question item states the respondent's conformity to the statement, "I am a real gamer because I play online games for hours." The results showed that 20 percent of male adolescents strongly agree, and 30 percent of males agree that they felt that they were a real gamer who could play games for hours

  • A significant difference was found in online gaming behavior, male adolescents had higher online gaming behavior than female adolescents

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Summary

Introduction

The internet has been a part of life and the development of technology. Gayatri et al (2015) research on digital safety for children and adolescents in Indonesia found that 98 percent of children and adolescents are acquainted with the internet, and 79,5 percent of them are internet users. The internet has been a part of life and the development of technology. The number of adolescents in Indonesia is based on citizen population projection in 2015 (age 10-24 years old), reaching more than 66 million or 25 percent of Indonesian citizens of 255 million lives (BPS, 2013). Based on the survey in 2018 conducted by the Indonesian Association of Internet Service Providers or Asosiasi Penyelenggara Jasa Internet Indonesia (APJII), the penetration of internet usage from 2017 is 143 million lives, and in 2018 it reached 171 million lives. The penetration of internet users from the age group of 15-19 years old in Indonesia, 91 percent, is internet users. In Indonesia, adolescents are on third place of the group that accessed the Internet (Kominfo, 2016). According to Unayah et al (2015), adolescents have an unstable, selfish character and prioritize pleasure over productive and positive actions and juvenile delinquency is easy to do

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