Research Directory

Online Gaming

Read time 5 min

Online Gaming

Published Research & Citations

IndoPsyCare endeavours to continue conducting research into the latest evidence-based psychological treatments and remain up-to-date on psychological phenomena and breakthroughs.

We are proud to present the research conducted, or contributed to, by our advisors and IndoPsyCare psychologists. We seek to emphasize that whilst members of our team have contributed to these papers, we do not claim rights nor ownership of these publications.

    A claymation handheld gaming console resting beside a neat research evaluation questionnaire clipboard, illustrating the psychometric development of online game addiction assessment tools
  • 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

    Abstract:
    “Background: Developed and validated the Indonesian Online Game Addiction Questionnaire for children and adolescents based on DSM criteria, evaluating salience, tolerance, mood modification, withdrawal, relapse, and conflict.

    Findings: Factor analysis in 1,477 Indonesian students established robust single-factor construct validity and internal consistency, identifying a 10.15% prevalence of problematic gaming tendencies.

    Conclusion: Establishes a standardized, psychometrically sound diagnostic questionnaire for assessing pathological online gaming behavior in Indonesian schools and clinical settings.”

  • A thoughtful clay character holding a balance scale weighing empathy and digital media perception, illustrating scientific research on online games, empathy, and behavior
  • Jaya, E. S., Tiatri, S., Jap, T., & Halim, W. (2012). Online game effect on perception of violence, sexuality, and delinquency behaviors: study from Salatiga and Jakarta school students. Oral Presentation at 4th Asian Psychological Association, 5-7 July 2012, Jakarta.

    Abstract:
    “Study Overview: Investigated how gaming duration, content ratings, and genre exposure affect perceptions of interpersonal violence, sexual attitudes, and delinquent tendencies in urban and provincial secondary school students. Results showed that excessive unmonitored play of mature-rated content was associated with desensitization to aggression, highlighting the importance of parental media mediation.”

  • A charming clay schoolhouse building with open wooden doors flanked by gentle green trees and a sheltering arch canopy, illustrating school protective factors against online game addiction
  • Oktorina, K., Jaya, E. S., Jap, T., & Tiatri, S. (2010). The relationship of school protective factor, especially ‘high expectation’, to school students’ online game habit. Jurnal Penelitian dan Evaluasi Pendidikan, 3.

    Abstract:
    “Study Overview: Examined school-based protective factors, specifically teacher and institutional high expectations, against addictive gaming habits among adolescent students. Findings revealed that high academic expectations and structured school engagement significantly mitigate excessive gaming hours and protect against school absenteeism.”

Struggling with Problematic Gaming or Digital Habits?

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