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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Public Library of Science (PLoS)
2013
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oai:doaj.org-article:c0abcc94ed9847c7a75bb205864aace72021-11-18T07:50:50ZThe development of indonesian online game addiction questionnaire.1932-620310.1371/journal.pone.0061098https://doaj.org/article/c0abcc94ed9847c7a75bb205864aace72013-01-01T00:00:00Zhttps://www.ncbi.nlm.nih.gov/pmc/articles/pmid/23560113/?tool=EBIhttps://doaj.org/toc/1932-6203Online 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.Tjibeng JapSri TiatriEdo Sebastian JayaMekar Sari SutejaPublic Library of Science (PLoS)articleMedicineRScienceQENPLoS ONE, Vol 8, Iss 4, p e61098 (2013) |
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Medicine R Science Q Tjibeng Jap Sri Tiatri Edo Sebastian Jaya Mekar Sari Suteja The development of indonesian online game addiction questionnaire. |
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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. |
format |
article |
author |
Tjibeng Jap Sri Tiatri Edo Sebastian Jaya Mekar Sari Suteja |
author_facet |
Tjibeng Jap Sri Tiatri Edo Sebastian Jaya Mekar Sari Suteja |
author_sort |
Tjibeng Jap |
title |
The development of indonesian online game addiction questionnaire. |
title_short |
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_sort |
development of indonesian online game addiction questionnaire. |
publisher |
Public Library of Science (PLoS) |
publishDate |
2013 |
url |
https://doaj.org/article/c0abcc94ed9847c7a75bb205864aace7 |
work_keys_str_mv |
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