PARENTAL PRACTICE AND PROBLEM VIDEO GAME IN ADOLESCENTS
rssN 141 1-8033
Vol. 13 No.2 Mei2013
utl
Mutiara Medika
Vol. 13 No. 2: 137-142, Mei 2013
Parental Practice and Problem video Game Playing in Adolescents
Praktik Pengasuhan Orangtua dan Masalah Permainan Video Game pada Remaja
'
Romdzatir*,NilawanChanthapreeda2
lMaster of Nursing Science (lnternational Program), Faculty
of Nursing, Khon Kaen University;
Dosen, Program Studi llmu Keperawatan, Universitas Muhammadiyah Yogyakarta
2Assistant Professor, Faculty of Nursing,
Khon Kaen University
*
Email: [email protected]
Abstrak:
Penelitian kuantitatif dengan desain deskriptif ini dilakukan untuk mendeskripsikan data demografi,
praktik pengasuhan, dan masalah permainan video game pada remaja. Data dikumpulkan dari 224
orangtua dan 224 remaja yang bersekolah di SD, SMP dan SMA di kota Yogyakarta, provinsi Daerah
lstimewa Yogyakarta, lndonesia. Pengumpulan data berlangsung pada bulan April dan Mei 2013 menggunakan kuesioner praktik pengasuhan orangtua pada permainan video game remaja dan kuesioner
Problem Video Game Playing (PVP). Hasil penelitian menunjukkan bahwa sebagian besar orangtua
berada pada level bagus. Sebanyak 42orangtua (18,8%) termasuk kategori sedang dan sisanya
@1:2"/")
termasuk pada level bagus. Pada penelitian ini tidak ditemukan orangtua yang dikategorikan ke dalam
level buruk. Sebagian besar remaja juga tidak masuk ke dalam permainan problematik. Terdapat 1S,6yo
(n=35) remaja masuk dalam kagetori permainan problematik, sedangkan sisanya permainan no
problematik
Kata kunci: permainan video game, remaja, praktik pengasuhan orangtua
Abstract:
The descriptive design study was conducted to describe demographic data, parental practice,
and problem video game playing in adolescents. Data was collected from 224 parents and 224 adolescents who study in one primary one secondary, and one high schootin Yogyakafta municipality, yogyakarta
province, Republic of lndonesia. lt was collected using parentat practice in video game pliying adolescents'questionnaires and problem video game playing (PVP) scale during Aprilto May 2013. The results
showed that the maiority of parents were in good practice level. Parental practice in iideo game playing
in adolescenfs uzas at a moderate practice (18.8o/o, n=42) and good practice (81.2%, n=lg2j. fnere wei
no parents in bad practice level. The majority of adolescents were non problematic playing. There were
84.4% (n=189) non problematic ptaying, white 1s.6% (n=3s) were problematic playing.
Key words: video game playing, adolescent, parentat practice
137
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l
i
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Romdzati, Parental Practice and Problem Vdeo.'Game Playing ...
BACKGROUND
become overly involved and even obsessed with
Nowadays, video game playing has become
video games. Adolescents will display aggressive
a popular activity for all ages.1 The growth of video
thoughts, feelings and behaviors after too much
games as an entertainment form is larger than
exposure to video games, especially violent video
Hollywood movies.2 People can play almost any-
games.
wherd since there are a range of devices that can
Actually, during adolescence, the parental
be played including console, personal computers
practice is important. Parents can influence on
(PC), and handheld devices such as mobile
phones. Based on a press release from the lnter-
adolescent's life. According to Resnick et a/'
active Software Federation of Europe,3 in the UK,
adolescent relationship with less violent behavior.
37% of population aged between 16 and 49 de-
To illustrate, parental support has positive correla-
scribe themselves as "active gamers". Adolescents
tion with positive mental and physical health.6
(1997),6 there is a connection between parent and
clearly are part of that group. Moreover, the num-
ln terms of video game playing, a parental prac-
ber of American children aged2 to 17 years play-
tice is needed to prevent or protect adolescents
ing video games had increased up to nine percent
from adverse effects of video games. They may
when compared to 2009.3Asian countries also have
involve checking video game contents, controlling
high numbers of adolescents playing video games.
when or where the adolescents can play,7 monitor-
More than three quarters of video game players in
ing gaming behavior, reading content description,
Japan, Korea and China are children and adoles-
banning certain video games, gathering informa-
cents.a The exact numbers are 84.7o/o,94-Bo/o and
tion on games, pointing out bad or good things in
78.1o/o in each country, respectively.
games, explain what happens in games and evalu-
One research conducted in America and also
ating game contents.
nationally representiative sample showed the preva-
Based on above explanation, parental prac-
lence of pathologicalvideo gaming among Ameri-
tice in controlling video games impact is notewor-
can youth. ln this research, it was found that 8.5%
thy, in lndonesia, some parents do it well, but some
of video gamers age 8-18 exhibit pathological pat-
do not. Parents just know that their child ptays video
tern of videogame play.2 ln Thailand, 231% of ado-
games, but some of them do not knowwhat kind of
lescents were computer game addicted.5 Four ado-
video games they
PlaY.
lescents in one district of lndonesia were brought
This research was done to identify parental
to a psychiatric hospital because of video game
practice and problem video game playing in ado-
addiction.
lescents.
Many of the most popular video games have
a negative impact.l Children and adolescents may
138
Mutiara Medika
Vol. 13 No. 2: 137-142, Mei 2013
Table 2. The Frequency of Demographic Characteristics of
METHODS
Adolescents (n=2241
The research design of this study was
Demographic
characteristics
a
descriptive study. Data were collected from 224
Age (year)
10-12
adolescents who study in Yogyakarta municipality
13-15
16-18
and also 224 parents of those adolescents. Multi
Gender
stag'e random sampling was used to determine the
Male
Female
A parental practice in video game playing
questionnaire and problem video game playing
(PVP) short scale were used in this study.
The data was analyzed using the Statistical
Package for Social Sciences (SPSS) PC +16.
RESULTS
Table 1. The Frequency of Demographic Characteristics of
Parents (n=2241
Eilta;i20-40
41-65
>65
playing
playing
Christian/Catholic
Marital status
Manied
Divorced
Widowed
78
22
13
179
32
10
3
Primary school
Secondary school
High school
33
86
70
14
19
Family structure
Nuclear family
Single parent family
133
14
Extended family
42
Moslem
Christian/Catholic
Education level
1
ents mostly was female. Parents'religions were two
types: Moslem and Christian/Catholic. There were
I
121
26
nated with parents graduated from high school
174
15
32
3
(42.9o/o). Based
174
34
4
0
11
1
86
28
53
10
Most of parents had marital status (92.9o/o,
n=208. Educational level of parents were domi-
I
on parents' information, most of
parents gave information that they did not give
money for playing video game to their child.
Most of adolescents aged 13-15 year old
4
15
(46.5o/o, n=145). Among those three groups,
3
were bigger amount of number compared with
female
1
1
12
2
male. Similar with parents' characteristic, Moslem
30
13
6
was the majority in adolescents group. Most of
5
80
11
66
13
37
10
152
25
Based on Table 1. most of parents were middle
adulthood age (741%,
25
68
Giving money for
playing game
Yes
No
2
28
Occupation
Civil servant
Teacher/lecturer
Private employee
Others
14
19
111
Education level
High school
Diploma
Bachelor degree
Master degree
Doctoral/PhD
Others
332
90
66
208 (92.0%) and 16 (8.0%), respectively.
Religion
Moslern
playing
507
138
10
Gender
Male
Female
problematic Problematic
playing
Religion
sample size.
characteristics
Non
n= 1 66). The gender of par-
students studied in secondary school (44.TYo,
n=100).
From Table 2. also can be identified that most
of
students were in the first grade of secondary
school, there were 68 adolescents (26.8%). About
family structure, most of adolescents came from
nuclearfamily.
139
Romdzati, Parental Practice and Problem Video Game Playing ...
Table 3. The Level of Parental Practice in Video Game
Playing in Adolescents
playing in
adolescents
practi@
Good practice
Average
ncy
age (%)
42
182
18.8
81.2
level. Mostof them was in the good practice (81.2%,
n=182), meanwhile average practice level is about
1B.B% (n=42).
game Frequency
(n=2241
playing
Problem video
problernatc
contributed to help parents be good practice.
Problem video game playing in adolescents
The finding of whole data analysis showed that
problematicvideo game playing had fewer percentage compared by non problematic video game play-
ing. There were 15.6 % problematic video game
Table 4. The Level of Problem Video Game Playing
Problematic
of them were Moslem. ln this religion, parents had
responsibility to educate and take care of them.e lt
The data showed that there is no bad practice
llon
Moreover, all respondents had religion. Most
Percentage
(%l
189
8,4.4
35
15.6
The results shown that there were 189 (84.4%)
adolescents non problematic playing and 15.6%
(n=35) problematic playing.
DISCUSSION
Parental practice in video game playing in
adolescents
Parental practice in video game playing in ado-
lescents had four domains. ln general, the result
playing (n=35) and 84.4o/o non problematic video
game playing (n=189). lt meant that most of adolescents answered no in each item. lt was relevant
with Salguero and Moran
(20O2).1o
This also matched with former studies. Phillips
et a/. (1995),11 found lhatT .5o/o of adolescents within
age 11-16 year old scored addictive level. Supaket
et al. (2008),5 and Srisuwan (2O1O),12 also had the
similar found. They conducted study in Thailand.
There were 23.1o/o secondary students addicted
with video game playing, while 20.7o/o school age
children also had the same problem.
showed that most of parents were in good prac-
This result can be supported by some reasons.
tice. One hundred and eighty two parents (81.2%)
It was available at Table 3. most of adolescents
did good practice, while 42 parents (18.8%) did
played video game not so frequently. Most of them
average practice. There was no presented paren-
spent not so long time a day. Most of them played
tal practice in bad practice level.
about
1
to 2 hours per day (68.3%, n=153). lt was
ln this study, the percentage of female parents
consistent with Hauge and Gentile (2003),13 study
was more than male. lt was 65.6% female (n=147),
result that addicted adolescents spent more amount
while the rest of them were male. Females could
of time for playing video game. Besides that, all
be better in taking care of family include their child.s
adolescents were still students. They spent large
The majority of respondentswere also middle adult-
amount of time at school. lt could help adolescents
hood age (74.1%, n=166). Compared with other
to minimize time for playing automatically. They
stages, the development of middle adulthood gave
played video game mostly not during school hours.
more support to adolescents. One of middle adult-
These were weekday afternoon (42%, n=96) and
tiood task was helping teenage to become respon-
holiday afternoon (30.8%, n=69). Moreover, more
sible adults.s
than three quarter (79.5o/o, n=178) of adolescents
140
Mutiara Medika
Vol. 13 No.2: 137-142, Mei 2013
played video game in their home. From this, par-
4.
Wei, R. Effects of Playing Violent Videogames
ents could monitor them. lt was different with the
on Chinese Adolescents' Pro-Violence Atti-
occasion that adolescents played video game out-
tudes, Attitudes Toward Others, and Aggres-
side such as in game center. ln game center, ado-
sive Behavior. CyberPsychology&Behavior,
lescents had free choice to play video game with-
2007; 10(3):371-380
out any limitation from the owner.
Supaket, P., Munsawaengsub,
C.,
Nanthamongkolchai, S., Apinuntavetch, S.
CONCLUSION
Factors Affecting Computer Game Addiction
The conclusions of this study are thus; the
I
and Mental Health of Male Adolescents in
majority parents were in good practice level (81.2o/o,
t
Muang District, Si Sa Ket Province. J Public
n= 182), the majority of adolescents were non prob-
t-
Heatth, 2008; 3B(3):
lematic playing (84.4o/o n=1Bg).
31
7-330.
Resnick, M.D., Bearman, P.S., & Blum, R.W.
Protecting Adolescents from Harm: Findings
Acknowledgement
The researcher was in receipt of an lndone-
from the national longitudinal study of adoles-
sian government scholarship (Directorate General
cent health. The Journal of the American Medi-
of Higher Education, Ministry of Education and
calAssociation (JAMA), 1997;278 (10), 823-
Culture, lndonesia) at the time of this study and
831.
research. The authors would like to thank you to
7.
Nikken, P. [n.d.]. Parental Mediation of Chitd-
the Faculty of Medicine and Health Sciences, Uni-
ren's Video Game Playing: A similar Construct
versitas Muhammadiyah Yogyakarta for support
as Television Mediation ASCoR University of
throughout the duration of completing this research.
Amsterdam. Retrieved January 16, 2013, from
http://www.digra.org/dl/db/05
REFERENCES
1.
8.
Psychiatry. Children and Video Games: play-
ties. Nafional Council on Family Relations,
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facts_for_fam
ga m es_pl ayi
18,
iIi
es/chi ldren_and_ video
n g_wi th_v i ol ence
G ame
Addiction. Minneapolis : 2007
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Reisinger, D. 91 Percent of Kds are Gamers,
Research Says. October 11, 2011. Retrieved
-
9.
Thalib, M. Praktik Rasututtah Saw Mendidik
Anak Bidang Akhlaq dan Pergaulan 2000.
Bandung: lrsyad Baitus Salam.
National lnstitute on Media and the Family.
Video
3.
Blieszner, R. and Mancini, B.A. Enduring Ties:
OlderAdults' Parental Role and Responsibili-
2012 from http://www.aacap.org/cs/root/
2.
50. 50493
American Academy of Child and Adolescent'
ing with Violence. Retrieved November
\
1
10. Salguero, R.A.T. & Moran, R.M.B. Measuring
Problem Video Game in Adolescents. Addiction, 2002;97,
1
601 -1 606.
11. Phillips, C.A., Rolls,
S., Rouse, A., Griffiths,
January 14, 2013,from http://news.cnet.com/
M.D. Home Video Game Playing in School-
8301 -1 3506_3-201 18481-17/91
children: a Study of Incidence and Patterns of
kids-are-gamers-research-says/
-percent-of-
Play. Journal ofAdolescence, 1995. 18: 687-6g1.
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I
Rerndzr1ri,
fuental P'eldice and
Mlen
W@
Game Ptayhg
E
.--
12. Srisuvnan,P. Computer GamePhying, Famlfu
13. Halqe, M.R. & Gentile, D.A. Mdm GameAd-
FunOlioning and Heafth PromotiAn Behattior
diction arnong Adolescents: Associations with
anong the Schaol-Aged Children in Khon
Academic Performance. 2003. Retrieved No-
Kaen Municipaldy. Thesis of Master Student.
vefiber
Faculty of Nursing. Khon Kaen University.
zoio.
i
18, 2012 f rom http://www. psychology.
astate. eduff aculty/d gentile/S RCD%2OVideo
o/o2OGameo/o2OAddi ction.
Pdf
'
l
t
t.1
1
",1
frr
r,
*;
I
I
I
I
I
I
'f
!
1
.
I
l
:\
142
Vol. 13 No.2 Mei2013
utl
Mutiara Medika
Vol. 13 No. 2: 137-142, Mei 2013
Parental Practice and Problem video Game Playing in Adolescents
Praktik Pengasuhan Orangtua dan Masalah Permainan Video Game pada Remaja
'
Romdzatir*,NilawanChanthapreeda2
lMaster of Nursing Science (lnternational Program), Faculty
of Nursing, Khon Kaen University;
Dosen, Program Studi llmu Keperawatan, Universitas Muhammadiyah Yogyakarta
2Assistant Professor, Faculty of Nursing,
Khon Kaen University
*
Email: [email protected]
Abstrak:
Penelitian kuantitatif dengan desain deskriptif ini dilakukan untuk mendeskripsikan data demografi,
praktik pengasuhan, dan masalah permainan video game pada remaja. Data dikumpulkan dari 224
orangtua dan 224 remaja yang bersekolah di SD, SMP dan SMA di kota Yogyakarta, provinsi Daerah
lstimewa Yogyakarta, lndonesia. Pengumpulan data berlangsung pada bulan April dan Mei 2013 menggunakan kuesioner praktik pengasuhan orangtua pada permainan video game remaja dan kuesioner
Problem Video Game Playing (PVP). Hasil penelitian menunjukkan bahwa sebagian besar orangtua
berada pada level bagus. Sebanyak 42orangtua (18,8%) termasuk kategori sedang dan sisanya
@1:2"/")
termasuk pada level bagus. Pada penelitian ini tidak ditemukan orangtua yang dikategorikan ke dalam
level buruk. Sebagian besar remaja juga tidak masuk ke dalam permainan problematik. Terdapat 1S,6yo
(n=35) remaja masuk dalam kagetori permainan problematik, sedangkan sisanya permainan no
problematik
Kata kunci: permainan video game, remaja, praktik pengasuhan orangtua
Abstract:
The descriptive design study was conducted to describe demographic data, parental practice,
and problem video game playing in adolescents. Data was collected from 224 parents and 224 adolescents who study in one primary one secondary, and one high schootin Yogyakafta municipality, yogyakarta
province, Republic of lndonesia. lt was collected using parentat practice in video game pliying adolescents'questionnaires and problem video game playing (PVP) scale during Aprilto May 2013. The results
showed that the maiority of parents were in good practice level. Parental practice in iideo game playing
in adolescenfs uzas at a moderate practice (18.8o/o, n=42) and good practice (81.2%, n=lg2j. fnere wei
no parents in bad practice level. The majority of adolescents were non problematic playing. There were
84.4% (n=189) non problematic ptaying, white 1s.6% (n=3s) were problematic playing.
Key words: video game playing, adolescent, parentat practice
137
!
l
i
IE
Romdzati, Parental Practice and Problem Vdeo.'Game Playing ...
BACKGROUND
become overly involved and even obsessed with
Nowadays, video game playing has become
video games. Adolescents will display aggressive
a popular activity for all ages.1 The growth of video
thoughts, feelings and behaviors after too much
games as an entertainment form is larger than
exposure to video games, especially violent video
Hollywood movies.2 People can play almost any-
games.
wherd since there are a range of devices that can
Actually, during adolescence, the parental
be played including console, personal computers
practice is important. Parents can influence on
(PC), and handheld devices such as mobile
phones. Based on a press release from the lnter-
adolescent's life. According to Resnick et a/'
active Software Federation of Europe,3 in the UK,
adolescent relationship with less violent behavior.
37% of population aged between 16 and 49 de-
To illustrate, parental support has positive correla-
scribe themselves as "active gamers". Adolescents
tion with positive mental and physical health.6
(1997),6 there is a connection between parent and
clearly are part of that group. Moreover, the num-
ln terms of video game playing, a parental prac-
ber of American children aged2 to 17 years play-
tice is needed to prevent or protect adolescents
ing video games had increased up to nine percent
from adverse effects of video games. They may
when compared to 2009.3Asian countries also have
involve checking video game contents, controlling
high numbers of adolescents playing video games.
when or where the adolescents can play,7 monitor-
More than three quarters of video game players in
ing gaming behavior, reading content description,
Japan, Korea and China are children and adoles-
banning certain video games, gathering informa-
cents.a The exact numbers are 84.7o/o,94-Bo/o and
tion on games, pointing out bad or good things in
78.1o/o in each country, respectively.
games, explain what happens in games and evalu-
One research conducted in America and also
ating game contents.
nationally representiative sample showed the preva-
Based on above explanation, parental prac-
lence of pathologicalvideo gaming among Ameri-
tice in controlling video games impact is notewor-
can youth. ln this research, it was found that 8.5%
thy, in lndonesia, some parents do it well, but some
of video gamers age 8-18 exhibit pathological pat-
do not. Parents just know that their child ptays video
tern of videogame play.2 ln Thailand, 231% of ado-
games, but some of them do not knowwhat kind of
lescents were computer game addicted.5 Four ado-
video games they
PlaY.
lescents in one district of lndonesia were brought
This research was done to identify parental
to a psychiatric hospital because of video game
practice and problem video game playing in ado-
addiction.
lescents.
Many of the most popular video games have
a negative impact.l Children and adolescents may
138
Mutiara Medika
Vol. 13 No. 2: 137-142, Mei 2013
Table 2. The Frequency of Demographic Characteristics of
METHODS
Adolescents (n=2241
The research design of this study was
Demographic
characteristics
a
descriptive study. Data were collected from 224
Age (year)
10-12
adolescents who study in Yogyakarta municipality
13-15
16-18
and also 224 parents of those adolescents. Multi
Gender
stag'e random sampling was used to determine the
Male
Female
A parental practice in video game playing
questionnaire and problem video game playing
(PVP) short scale were used in this study.
The data was analyzed using the Statistical
Package for Social Sciences (SPSS) PC +16.
RESULTS
Table 1. The Frequency of Demographic Characteristics of
Parents (n=2241
Eilta;i20-40
41-65
>65
playing
playing
Christian/Catholic
Marital status
Manied
Divorced
Widowed
78
22
13
179
32
10
3
Primary school
Secondary school
High school
33
86
70
14
19
Family structure
Nuclear family
Single parent family
133
14
Extended family
42
Moslem
Christian/Catholic
Education level
1
ents mostly was female. Parents'religions were two
types: Moslem and Christian/Catholic. There were
I
121
26
nated with parents graduated from high school
174
15
32
3
(42.9o/o). Based
174
34
4
0
11
1
86
28
53
10
Most of parents had marital status (92.9o/o,
n=208. Educational level of parents were domi-
I
on parents' information, most of
parents gave information that they did not give
money for playing video game to their child.
Most of adolescents aged 13-15 year old
4
15
(46.5o/o, n=145). Among those three groups,
3
were bigger amount of number compared with
female
1
1
12
2
male. Similar with parents' characteristic, Moslem
30
13
6
was the majority in adolescents group. Most of
5
80
11
66
13
37
10
152
25
Based on Table 1. most of parents were middle
adulthood age (741%,
25
68
Giving money for
playing game
Yes
No
2
28
Occupation
Civil servant
Teacher/lecturer
Private employee
Others
14
19
111
Education level
High school
Diploma
Bachelor degree
Master degree
Doctoral/PhD
Others
332
90
66
208 (92.0%) and 16 (8.0%), respectively.
Religion
Moslern
playing
507
138
10
Gender
Male
Female
problematic Problematic
playing
Religion
sample size.
characteristics
Non
n= 1 66). The gender of par-
students studied in secondary school (44.TYo,
n=100).
From Table 2. also can be identified that most
of
students were in the first grade of secondary
school, there were 68 adolescents (26.8%). About
family structure, most of adolescents came from
nuclearfamily.
139
Romdzati, Parental Practice and Problem Video Game Playing ...
Table 3. The Level of Parental Practice in Video Game
Playing in Adolescents
playing in
adolescents
practi@
Good practice
Average
ncy
age (%)
42
182
18.8
81.2
level. Mostof them was in the good practice (81.2%,
n=182), meanwhile average practice level is about
1B.B% (n=42).
game Frequency
(n=2241
playing
Problem video
problernatc
contributed to help parents be good practice.
Problem video game playing in adolescents
The finding of whole data analysis showed that
problematicvideo game playing had fewer percentage compared by non problematic video game play-
ing. There were 15.6 % problematic video game
Table 4. The Level of Problem Video Game Playing
Problematic
of them were Moslem. ln this religion, parents had
responsibility to educate and take care of them.e lt
The data showed that there is no bad practice
llon
Moreover, all respondents had religion. Most
Percentage
(%l
189
8,4.4
35
15.6
The results shown that there were 189 (84.4%)
adolescents non problematic playing and 15.6%
(n=35) problematic playing.
DISCUSSION
Parental practice in video game playing in
adolescents
Parental practice in video game playing in ado-
lescents had four domains. ln general, the result
playing (n=35) and 84.4o/o non problematic video
game playing (n=189). lt meant that most of adolescents answered no in each item. lt was relevant
with Salguero and Moran
(20O2).1o
This also matched with former studies. Phillips
et a/. (1995),11 found lhatT .5o/o of adolescents within
age 11-16 year old scored addictive level. Supaket
et al. (2008),5 and Srisuwan (2O1O),12 also had the
similar found. They conducted study in Thailand.
There were 23.1o/o secondary students addicted
with video game playing, while 20.7o/o school age
children also had the same problem.
showed that most of parents were in good prac-
This result can be supported by some reasons.
tice. One hundred and eighty two parents (81.2%)
It was available at Table 3. most of adolescents
did good practice, while 42 parents (18.8%) did
played video game not so frequently. Most of them
average practice. There was no presented paren-
spent not so long time a day. Most of them played
tal practice in bad practice level.
about
1
to 2 hours per day (68.3%, n=153). lt was
ln this study, the percentage of female parents
consistent with Hauge and Gentile (2003),13 study
was more than male. lt was 65.6% female (n=147),
result that addicted adolescents spent more amount
while the rest of them were male. Females could
of time for playing video game. Besides that, all
be better in taking care of family include their child.s
adolescents were still students. They spent large
The majority of respondentswere also middle adult-
amount of time at school. lt could help adolescents
hood age (74.1%, n=166). Compared with other
to minimize time for playing automatically. They
stages, the development of middle adulthood gave
played video game mostly not during school hours.
more support to adolescents. One of middle adult-
These were weekday afternoon (42%, n=96) and
tiood task was helping teenage to become respon-
holiday afternoon (30.8%, n=69). Moreover, more
sible adults.s
than three quarter (79.5o/o, n=178) of adolescents
140
Mutiara Medika
Vol. 13 No.2: 137-142, Mei 2013
played video game in their home. From this, par-
4.
Wei, R. Effects of Playing Violent Videogames
ents could monitor them. lt was different with the
on Chinese Adolescents' Pro-Violence Atti-
occasion that adolescents played video game out-
tudes, Attitudes Toward Others, and Aggres-
side such as in game center. ln game center, ado-
sive Behavior. CyberPsychology&Behavior,
lescents had free choice to play video game with-
2007; 10(3):371-380
out any limitation from the owner.
Supaket, P., Munsawaengsub,
C.,
Nanthamongkolchai, S., Apinuntavetch, S.
CONCLUSION
Factors Affecting Computer Game Addiction
The conclusions of this study are thus; the
I
and Mental Health of Male Adolescents in
majority parents were in good practice level (81.2o/o,
t
Muang District, Si Sa Ket Province. J Public
n= 182), the majority of adolescents were non prob-
t-
Heatth, 2008; 3B(3):
lematic playing (84.4o/o n=1Bg).
31
7-330.
Resnick, M.D., Bearman, P.S., & Blum, R.W.
Protecting Adolescents from Harm: Findings
Acknowledgement
The researcher was in receipt of an lndone-
from the national longitudinal study of adoles-
sian government scholarship (Directorate General
cent health. The Journal of the American Medi-
of Higher Education, Ministry of Education and
calAssociation (JAMA), 1997;278 (10), 823-
Culture, lndonesia) at the time of this study and
831.
research. The authors would like to thank you to
7.
Nikken, P. [n.d.]. Parental Mediation of Chitd-
the Faculty of Medicine and Health Sciences, Uni-
ren's Video Game Playing: A similar Construct
versitas Muhammadiyah Yogyakarta for support
as Television Mediation ASCoR University of
throughout the duration of completing this research.
Amsterdam. Retrieved January 16, 2013, from
http://www.digra.org/dl/db/05
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