The Impact of the E-Sport Curriculum Toward Online Game Addiction

Emka Farah Mumtaz, Safendrri Komara Ragamustari, Fajar Bambang Hirawan

Abstract


Increasing cases of gamers in Indonesia reaching 34 million and addicted users to games have an impact on physical and psychological conditions. These phenomena need suitable intervention and government concern. Many alternatives can be an option. This study aims to identify the influence of E-sport Curriculum Policy toward Game Addiction among adolescents. This research uses a mixed-method in which the quantitative analysis uses regression data analyses in 4-scale of Likert and qualitative uses interview. The key question is based on Leman’s measurement criteria in gaming addiction, Custer and Russel’s E-sport Curriculum through feasibility test in the form of reliability test and validity test. The sample of this study are adolescents including junior and senior high school students with purposive random sampling. The hypothesis result shows the value of R-Square is 0.509 meaning that the proportion of variants of the game addiction behavior described by all independent variables is 50.9%, while 49.1% is influenced by other variables not examined. The combination of cognitive and behavioral aspects of the e-sports curriculum is believed to be a solution. The knowledge provided is in line with the treatment of game addiction players, and what is done will cause a reflection effect in line with the experts’ point of view.

Keywords


Gamers; E-Sport Policy; Game Addiction; Adolescents

References


Ahn, D. H. (2007). Korean policy on treatment and rehabilitation for adolescents’ Internet addiction. In 2007 International Symposium on the Counseling and Treatment of Youth Internet Addiction. Seoul, Korea: National Youth Commission (Vol. 49).

APJII (2018). https://apjii.or.id/survei

Azagba, S., & Sharaf, M. F. (2013). The effect of graphic cigarette warning labels on smoking behavior: Evidence from the Canadian experience. Nicotine and Tobacco Research, 15(3), 708–717. doi:10.1093/ntr/nts194

Beard, K. W., & Wolf, E. M. (2001). Modification in the proposed diagnostic criteria for Internet addiction. CyberPsychology and Behavior, 4, 377–383.

Block, J. J. (2008). Issues for DSM-V: Internet Addiction. American Journal of Psychiatry, 165(3), 306–307. https://doi.org/10.1176/appi.ajp.2007.07101556

Brenner, V. (1997). Psychology of computer use: XLVII. Parameters of Internet use, abuse and addiction the first 90 days of the Internet usage survey. Psychological Reports, 80, 879–882.

Bruner, O and Bruner, K. (2006) Playstation Nation: Protect Your Child From Video Game Addiction. Hachette Book Group, New York.

Carter, N., Bryant-Lukosius, D., DiCenso, A., Blythe, J., & Neville, A. J. (2014). The use of triangulation in qualitative research. Oncology nursing forum, 41(5), 545–547. https://doi.org/10.1188/14.ONF.545-547

Choi, Ds and Kim. J. (2004) Why People Continue To Play Online Games: In Search Of Critical Design Factors To Increase Customer Loyalty To Online Contents. Cyberpsychology & Behavior 7(1), 11–24.

Custer, K. & Russell, M. (2019). Gaming Concept; Video gaming curriculum for schools. High school Esport legue

Denzin, Norman K. and Yvonna S. Lincoln. (2003). Handbook of Qualitative Research. Thousand Oaks, California: Sage Publications.

Ernkvist, M., & Ström, P. (2008). Enmeshed in Games with the Government. Games and Culture, 3(1), 98–126. doi:10.1177/1555412007309527

Euromonitor (2017). Video Games in Indonesia. https://www.euromonitor.com/video-games-in-indonesia/report

Farasonalia, R. (2019). https://amp.kompas.com/regional/read/2019/10/19/13403171/3-anak-di-semarang-alami-gangguan-jiwa-akibat-kecanduan-game-online

Flisher, C. (2010). Getting plugged in: An overview of Internet addiction. Journal of Paediatrics and Child Health, 46(10), 557–559. doi:10.1111/j.1440-1754.2010.01879.x

Goenawan, M. A. (2018). Seru! Sekolah di Malang Ini Punya Pelajaran eSport. https://inet.detik.com/games-news/d-3835957/seru-sekolah-di-malang-ini-punya-pelajaran-esport

Griffiths Md, Davies Mno And Chappell D (2004) Online Computer Gaming: A Comparison Of Adolescent And Adult Gamers. Journal Of Adolescence 27(1), 87–96.

Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003). Breaking the stereotype: the case of online gaming. CyberPsychology and Behavior, 6, 81–91.

Hammond, D., Fong, G. T., McDonald, P. W., Brown, K. S., & Cameron, R. (2004). Graphic Canadian cigarette warning labels and adverse outcomes: Evidence from Canadian smokers. American Journal of Public Health, 94(8), 1442–1445. doi:10.2105/AJPH.94.8.1442

Indosport. (2020). https://www.indosport.com/esports/20200518/lewati-jack-ma-pemilik-pubg-kini-jadi-orang-terkaya-di-china

ITU. (2016). ICT Fact and Figures: Percentage of Individuals using the internet. International TelecommunicationUnion.https://www.google.com/url?sa=t&source=web&rct=j&url=https://www.itu.int/en/ITUD/Statistics/Documents/facts/ICTFactsFigures2016.pdf&ved=2ahUKEwid_6qQmb7uAhW7H7cAHUVYDpYQFjADegQIARAB&usg=AOvVaw0krV4_ksz2L-yQl3xjnV_P

Jap, T., Tiatri, S., Jaya, E. S., & Suteja, M. S. (2013). The Development of Indonesian Online Game Addiction Questionnaire. PLoS ONE, 8(4), e61098. doi:10.1371/journal.pone.0061098

Ju, Y. A., (2007) School-based programs for Internet addiction prevention and intervention. International Symposium on the Counseling and Treatment of youth internet addiction. Seoul. Korea: National Youth Commission. 3 ( I ). 243-25 ]

Kasyfi, H. (2019). Survei APJII: Penetrasi Pengguna Internet di Indonesia Capai 64,8% https://katadata.co.id/sortatobing/digital/5e9a51915cd3b/survei-apjii-penetrasi-pengguna-internet-di-indonesia-capai-648

Kim,(2019).https://www.realclearinvestigations.com/links/2019/10/17/is_video_game_addiction_a_mental_health_disorder_120830.html

Király, O., Griffiths, M. D., King, D. L., Lee, H.-K., Lee, S.-Y., Bányai, F., Zsila, Á., Takacs, Z. K., & Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503–517. https://doi.org/10.1556/2006.6.2017.050

Koo, C., Wati, Y., Lee, C. C., & Oh, H. Y. (2011). Internet-addicted kids and South Korean government efforts: Boot-camp case. Cyberpsychology, Behavior, and Social Networking, 14(6), 391–394. doi:10.1089/cyber.2009.0331

Kshetri, N. (2009). The evolution of the Chinese online gaming industry. Journal of Technology Management in China, 4(2), 158–179. doi:10.1108/17468770910965019

Kurniasanti (2019). https://m.detik.com/news/abc-australia/d-4586036/adiksi-online-di-indonesia-sampai-bawa-pispot-ke-kamar-karena-kecanduan-game

Kurniasanti, K., Assandi, P., Ismail, R., Nasrun, M., & Wiguna, T. (2019). Internet addiction: A new addiction? Medical Journal of Indonesia, 28, 82. https://doi.org/10.13181/mji.v28i1.2752

Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278–296. doi:10.1007/ s11469-011-9318-5

Lemmens, Jeroen S. (2009) Development and Validation of a Game Addiction Scale for Adolescents. The Amsterdam School of Communication Research (ASCoR), University of Amsterdam, Netherlands.

Leonard, D. (2003). Live in Your World, Play in Ours: Race, Video Games, and Consuming the Other. Studies in Media & Information Literacy Education, 3(4). doi:10.3138/sim.3.4.002

Leung, L. (2004). Net-Generation Attributes and Seductive Properties of the Internet as Predictors of Online Activities and Internet Addiction. CyberPsychology & Behavior, 7(3), 333–348. doi:10.1089/1094931041291303

Ministry of Science – ICT and Future Planning & National Information Society Agency. (2015). The survey on Internet overdependence. Seoul, South Korea: Ministry of Science, ICT and Future Planning & National Information Society Agency.

Nelson De, Moon Rw, Holtzman D, Smith P And Siegel Pz. (1997) Patterns Of Health Risk Behaviors For Chronic Disease: A Comparison Between Adolescent And Adult American Indians Living On Or Near Reservations In Montana. Journal Of Adolescent Health 21(1), 25–32.

Newzoo. (2017) https://newzoo.com/insights/infographics/the-indonesian-gamer-2017/

Newzoo. (2018). Top 100 Countries by Game Revenues. Archived from the original on 8 February 2018. Retrieved 16 February 2018. https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues/

Peltoniemi, T. (2002, March). Net addiction in Finland. In First prevnet conference of telematics in addiction prevention.

Pratarelli, M. E., & Browne, B. L. (2002). Confirmatory factor analysis of Internet use and addiction. CyberPsychology and Behavior, 5, 53–64.

Quadrel Mj, Fischhoff B Anddavisw (1993) Adolescent (In)Vulnerability. American Psychologist 48(2), 102–116.

Rachmawati (2019). https://regional.kompas.com/read/2019/12/20/06360071/5-kasus-kecanduan-game-online-bolos-sekolah-4-bulan-hingga-bunuh-sopir-taksi?page=4

Russell, C., Gregory, D., Ploeg, J., DiCenso, A., & Guyatt, G. (2005). Qualitative research. In A. DiCenso, G. Guyatt, & D. Ciliska (Eds.), Evidence-based nursing: A guide to clinical practice (pp. 120–136). St. Louis, MO: Elsevier Mosby

Seok, S., & DaCosta, B. (2012). The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults. Computers in Human Behavior, 28(6), 2143–2151. doi:10.1016/j.chb.2012.06.019

Shapira, N. A., Lessig, M. C., Goldsmith, T. D., Szabo, S. T., Lazoritz, M., Gold, M. S., et al. (2003). Problematic internet use: proposed classification and diagnostic criteria. Depression and Anxiety, 17, 207–216.

Sherry, J.L (2001). The effect of violent video games on aggresion: A meta analysis. Human Communication Research 21: 409-431

Spooky. (2017). Chinese Video Game Streamer Reportedly Dies of Exhaustion After Months of Sleepless Nights, https://www.odditycentral.com/news/chinese-video-game-streamer-reportedly-dies-of-exhaustion-after-months-of-sleepless-nights.html

Turel, O., Mouttapa, M., & Donato, E. (2015). Preventing problematic Internet use through video-based interventions: A theoretical model and empirical test. Behaviour & Information Technology, 34(4), 349–362. doi:10.1080/0144929X.2014. 936041

Van Rooij A. J., Meerkerk G., Schoenmakers T. M., Griffiths M. D., van de Mheen D. (2010). Video game addiction and social responsibility. Addiction Research & Theory, 18(5), 489–493. doi:10.3109/16066350903168579

YonhapNews. (2015). S. Korea has 4th highest smartphone penetration: Data. Retrieved from http://english.yonhapnews.co.kr/business/2015/07/08/91/0503000000AEN20150708000700 320F.html (October 5, 2016).

Young, K. S. (1996). Internet addiction: the emergence of a new clinical disorder. Paper presented at the 104th Annual Meeting of the American Psychological Association, Toronto.

Zalaznick, M. (2019). Power up: How esports accelerates achievement and personal growth. https://districtadministration.com/esports-curriculum-power-video-games-and-education-in-the-classroom/


Full Text: PDF

DOI: 10.15408/tazkiya.v9i1.19986

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.