The Indonesian Online Game Addiction Questionnaire is developed from previous findings, as well as qualitative work to capture the Indonesian expression of online game addiction. This measure is particularly informed by previous similar game addiction measurement development –. But, the Indonesian online game addiction questionnaire is based on both, Pathological Gambling criteria from DSM-IV-TR and Griffith’s addiction criteria. Before writing the items, we conducted interviews and focus group discussions to junior and senior high school students to gather information regarding the characteristic of excessive online games use.
Some newspapers and other literature are published in Sundanese. It is predicted that by 2025, 89.2% of Indonesians will own smartphones. The number of smartphone users in rural areas has also grown, increasing from 47.3% in 2015 to around 55% in 2019. In January 2021, Indonesia had 202.6 million internet users in total. From 2020 to 2021, the number of internet users in Indonesia increased by 27 million (+16%).
Who likes to begin learning a language by memorising the grammar rules? Visit Website https://188.8.131.52/ ensures that you start the learning Indonesian language online by playing exciting games. Educational materials that teachers can set as a homework assignments, or use in Bahasa class lesson plans. Games include recorded spoken Bahasa from Indonesian speakers and teachers with standard accents. For quiet libraries or classroom there are ‘text only’ options, without sound. Tourists, and people traveling for business for a short time in Indonesia should learn some basic greetings and vocabulary, as many people in Indonesia do not speak English.
The development of video games in the country began with imported consoles and arcade centres, prior to developments of online gameplay in PC games and increasing prevalence of the internet cafés. Mobile games began gaining importance as smartphones were introduced. Relevant vocabulary, interesting topics, colorful illustrations, pronunciation practice and educational games will help your kids learn Indonesian the fun and easy way.
Now the game has become about twenty million active players every day. Garena free fire or sometimes people called it Free Fire has successfully stolen so many gamers’ attention in Indonesia. Bus Simulator Indonesia will let you experience what it likes being a bus driver in Indonesia in a fun and authentic way. BUSSID might not be the first one, but it’s probably one of the only bus simulator games with the most features and the most authentic Indonesian environment. “”Thanks for all the language choices. Enjoying every minute of learning.””
However, much work is needed before it can be used as a clinical instrument. The descriptive results of the validation sample are shown in Table 1. The mean of the online game addiction scale for the online gamers is 14.23 (4.81). The mean for the longest time recorded in playingonline game is 5.79 hours (5.12), with a maximum score of 82 hours.
You will be able to see your score at the end of the quiz, as well as a green check mark next to the correct answers. If you did not get a perfect score, try to change your choices until you get a perfect score. Pangerapan notes that the ban will be lifted once the companies register with the country’s database. It’s unclear when these services will come back online, or if they’ll register with the Indonesian database. PayPal, Epic Games, and Valve didn’t immediately respond to The Verge’s request for comment.
The first item is on thinking about online game for the whole day, reflecting preoccupation or salience. The second is about increasing use of online game, which reflects the second criterion of Pathological Gambling or tolerance. The third item emphasizes the use of online game as a media to escape real life, it reflects the fifth criterion of Pathological Gambling or mood modification. 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 or withdrawal.