Indonesia bans access to Steam, Epic Games, PayPal, and more
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 and Griffith’s addiction criteria. We are aware that online game addiction measures have been previously constructed –. But, there have been no previous research that attempt to construct an online situs slot online game addiction measure that is specific to the context of Indonesian children and adolescents.
The school’s principal act as the guardians and caretaker of the children participants involved in the study. The school’s principal is responsible for the guardians and caretaker of the children in school, where we conducted our research. When asked about how some might be surprised that award-winning game studios can emerge from Indonesia, Mr Pramudita said that this is understandable, considering how the industry in the region is still growing.
Mobile games began gaining importance as smartphones were introduced. Besides being a source of entertainment, online games also have potential problems. News regarding the downside of online games should not be unfamiliar anymore. There have been news reported in Indonesia on children and adolescents stealing due to lack of money for playing games in internet cafes, .
This paper proposes including web design, risk and perceived service quality in the TAM model in an effort to adapt it to an online shopping environment, and investigates the appropriateness of several hypotheses. The result shows that the Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application. Pangerapan notes that the ban will be lifted once the companies register with the country’s database.
Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other groups of developing gaming addiction. Cognitive-behavioral therapy is rationalized to be a highly appropriate treatment modality for problem and addicted users of video games. These techniques involve monitoring video game use, setting appropriate goals, and overcoming problem cognitions that intensify and maintain video game use. Specialized knowledge of the structural and situational characteristics that develop and maintain problem video game playing is also provided. It is suggested that further research is needed to provide further guide- lines and treatment techniques for video game players who suffer problems with their behavior. There is also need for greater funding for more basic and applied research on problem video game players.
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