Problems from the use of online games has caused the Indonesian minister of health to publicly express her concern regarding the popularity of online games among children. 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.
Our Indonesian picture dictionaries were developed for introducing Bahasa Indonesia vocabulary to kids. Iskander Zulkarnain analyzes this idea by looking critically at “playable nationalism”—wherein rtp live games and national identity intersect as a vehicle for state-specific ideologies. For Zulkarnain, writing history is not just a Churchillian recording of winners and losers, but also an act that brings a new lens to observing cultural expressions around the world. To demonstrate this, he examines Nusantara Online, a massive(ly) multiplayer online role-playing game (MMORPG) based on the history and potential of Nusantara, the Indonesian archipelago. Line app is also widely popular for chatting and playing more simple games. Prior to Covid-19, internet cafes were an important part of the gaming culture where players prefered to gather and enjoy in competitive sports.
As relationship is of the utmost importance in a collective culture, like Indonesia, using such a harsh term would put participants in the defensive. Therefore, we decide to moderate the term as ‘problems with family or friends’. The item is aimed to tap on the problem that often arises due to excessive online game use. Qualitative data showed that sleep deprivation is the strongest indicator of excessive online game use. In addition, school students identified sleep deprivation as one of the main problem of excessive online game use. To construct a clinical cut-off estimate, we will use a combination of criterion and population norm.
Furthermore, decision on the days per week is based on the idea of a healthy relationship of work and play. We argue that playing online games for more than 4 hours at the frequency of working days is already half of the amount of the standard daily 8 hours working time, thus it can be considered as excessive. 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.
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Both, Young’s and Griffith’s diagnostic criteria have been translated to an online game addiction measure. The online mobile games industry is one of the biggest in the recent era of the entertainment industry. The developers need to be able to attract as many users as possible. Consequently, understanding the most significant elements impacting the intention to play online mobile games is essential. The goal of this study is to find out what influences people’s intention of playing online mobile games.
The sixth item is on the conflict caused by playing online games, drawn from the ninth criterion of Pathological Gambling or conflict. However, the items are written with moderation in context to Indonesian school students. The original criterion of Pathological Gambling used the terms ‘jeopardized’ or ‘loss’ a significant relationship. The term is not very appropriate to Indonesian context as it would make them defensive.
Translators should know whether it is a younger or older sister. Furthermore, the measure is to be answered according to the condition of the last six months. The items are to be answered on 5 points Likert Scale, ranging from Never to Very Often.
The Indonesian Online Game Addiction Questionnaire can also be used as a supporting evidence for establishing an online game addiction diagnosis. However, it must be emphasized that the cut-off score provided was just an estimate. By no means can the cut-off score be used as a sole diagnostic tool for online game addiction diagnosis. The most frequently used diagnostic criteria for online game diagnosis is an adapted version of Pathological Gambling diagnostic criteria from DSM-IV-TR. The same Pathological Gambling diagnostic criteria are also adapted for Young’s Internet Addiction diagnostic criteria. 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.
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