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The Development of Indonesian Online Game Addiction Questionnaire

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 Indones...

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Autores principales: Jap, Tjibeng, Tiatri, Sri, Jaya, Edo Sebastian, Suteja, Mekar Sari
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2013
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3616163/
https://www.ncbi.nlm.nih.gov/pubmed/23560113
http://dx.doi.org/10.1371/journal.pone.0061098
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author Jap, Tjibeng
Tiatri, Sri
Jaya, Edo Sebastian
Suteja, Mekar Sari
author_facet Jap, Tjibeng
Tiatri, Sri
Jaya, Edo Sebastian
Suteja, Mekar Sari
author_sort Jap, Tjibeng
collection PubMed
description 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.
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spelling pubmed-36161632013-04-04 The Development of Indonesian Online Game Addiction Questionnaire Jap, Tjibeng Tiatri, Sri Jaya, Edo Sebastian Suteja, Mekar Sari PLoS One Research Article 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. Public Library of Science 2013-04-03 /pmc/articles/PMC3616163/ /pubmed/23560113 http://dx.doi.org/10.1371/journal.pone.0061098 Text en © 2013 Jap et al http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited.
spellingShingle Research Article
Jap, Tjibeng
Tiatri, Sri
Jaya, Edo Sebastian
Suteja, Mekar Sari
The Development of Indonesian Online Game Addiction Questionnaire
title The Development of Indonesian Online Game Addiction Questionnaire
title_full The Development of Indonesian Online Game Addiction Questionnaire
title_fullStr The Development of Indonesian Online Game Addiction Questionnaire
title_full_unstemmed The Development of Indonesian Online Game Addiction Questionnaire
title_short The Development of Indonesian Online Game Addiction Questionnaire
title_sort development of indonesian online game addiction questionnaire
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3616163/
https://www.ncbi.nlm.nih.gov/pubmed/23560113
http://dx.doi.org/10.1371/journal.pone.0061098
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