Abstract

Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

Highlights

  • Online games has swiftly become a popular source of entertainment for all ages, among young people

  • The popularity of online games in Indonesia can be recognised with the events that are made by game companies or internet cafes

  • The result showed that the Indonesian Online Game Addiction Questionnaire have adequate psychometric properties

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Summary

Introduction

Online games has swiftly become a popular source of entertainment for all ages, among young people. The popularity of online games in Indonesia can be recognised with the events that are made by game companies or internet cafes. In Indonesia, most online game players play with friends in internet cafes. The same Pathological Gambling diagnostic criteria are adapted for Young’s Internet Addiction diagnostic criteria[18] Another set of diagnostic criteria that can be used for online game addiction is proposed by Griffith, which includes salience, mood modification, tolerance, withdrawal, conflict, and relapse[19]. Young’s[20] and Griffith’s[21] diagnostic criteria have been translated to an online game addiction measure. There have been no previous research that attempt to construct an online game addiction measure that is specific to the context of Indonesian children and adolescents. We will attempt to construct a cut-off score to provide an estimate of mild addiction and addiction category

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