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Game

Online Video Games of Indonesian Culture

The fourth item is about relapse, but it is quite different from the diagnostic guideline. Similar to the third Pathological Gambling criterion, but this item underlines the role of others in stopping the addiction. The fifth item is about the withdrawal effect of not playing online games, drawn from the fourth criterion of Pathological Gambling[17] or withdrawal[19]. The sixth item is on the conflict caused by playing online games, drawn from the ninth criterion of Pathological Gambling[17] or conflict[19]. However, the items are written with moderation in context to Indonesian school students.

According to a report by Limelight Networks, Indonesians spend around 8.54 hours per week gaming, which is slightly higher than the average (8.45 hours per week). Indonesia ranks fourth in this statistic, behind China, Vietnam, and India. The Indonesian government has recognized the m88 mansion game industry as one of the most promising sectors for attracting foreign investments. The Indonesian government attests that eSports will have a positive impact on the country’s economy and athletic performance. Aside from providing training, the government has begun developing laws to foster the development of eSports, including licensing and other requirements.

Around 152 million people speak Indonesian as a second language. However, Indonesian is prevalent in formal education, politics, government, and the media. The development, production, and play of Nusantara Online reveals a number of patterns that game-makers might use to redeem a pre-colonial history and shape a post-colonial outcome. The game itself “imaginatively reconstructs the history of the archipelago,” writes Zulkarnain. Instead, players pursue quests “loosely related” to the virtual kingdom realm.

Online Video Games are media applications that have been very popular in the community. Young and old, many men and women are addicted for seeing and playing. Various negative and positive impacts have long been discussed among observers. This is because, there are so many players who are addicted and difficult to control.

This research aims to develop an online game addiction measure to screen for online game addiction cases among Indonesian children and adolescents, as well as for other research purposes. The measure will adopt Pathological Gambling diagnostic criteria from DSM-IV-TR[17] and Griffith’s addiction criteria[19]. We are aware that online game addiction measures have been previously constructed [20]–[22]. But, 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. Cultural context is important to consider as different cultures would have different expressions of psychological problems [23], [24]. Then, the newly developed measure’s psychometric properties will be examined.

The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript. We would like to thank the school’s principal for giving us the permission for field research. We are also indebted to Viny Christanti who have assisted us in the data gathering of several research sites. As in many other countries, in Indonesia players readily share examples of poor translation. Sundanese is also widely spoken on Java and is used by more than 27 million people on the island (almost 15% of Indonesia’s population).

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