PARENTAL PRACTICE AND PROBLEM VIDEO GAME IN ADOLESCENTS

rssN 141 1-8033

Vol. 13 No.2 Mei2013

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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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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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