The fifth item is about the withdrawal effect of not playing online games, drawn from the fourth criterion of Pathological Gambling[17] or withdrawal[19]. The sixth item is on the conflict caused by playing online games, drawn from the ninth criterion of Pathological Gambling[17] or conflict[19]. However, the items are written with moderation in context to Indonesian school students. The original criterion of Pathological Gambling used the terms ‘jeopardized’ or ‘loss’ a significant relationship. The term is not very appropriate to Indonesian context as it would make them defensive. As relationship is of the utmost importance in a collective culture, like Indonesia, using such a harsh term would put participants in the defensive.
Translators should know whether it is a younger or older sister. In 2019, action was the most popular mobile game genre, which brought 20% of downloads and 43% in revenue. Statista predicts a continuous growth of mobile users in the upcoming five years, adding up to 16 million new players by 2025.
For instance, eSports is an official sport with esports championships hosted by state institutions. The majority of slot demo games work on a freemium business model. In 2020, PC and mobile games brought $765 million in revenue and both segments are showing significant growth. Overall, there has been a consistent market expansion in the last two years, especially mobile games which grew by 40%. Currently, the Indonesian Online Game Addiction Questionnaire is best used for research purposes. However, it must be noted that this measure is constructed and validated on the context of Indonesian school students.
We are aware that online game addiction measures have been previously constructed [20]–[22]. But, there have been no previous research that attempt to construct an online game addiction measure that is specific to the context of Indonesian children and adolescents. Cultural context is important to consider as different cultures would have different expressions of psychological problems [23], [24].
They often rely on word of mouth recommendations before testing a new game. Almost half of users play games every day, and about one-fifth plays from 4 to 6 times per week, spending between 30 and 60 minutes per game. Indonesia represents 40% of the overall games market in Greater South East Asia (GSEA).
The country’s official language – Indonesian – is spoken by 60% of the adult population. Indonesian is very similar to Malay (practically they are two versions of a single language). Its writing system uses the Latin alphabet, which simplifies working with fonts. Indonesia (officially the Republic of Indonesia) is a country in Southeast Asia. According to official reports, its population in 2020 was 270,203,917.
There are 111 million active players with the ARPU of over $16. In Indonesia, the LINE app is used for hyper-casual gaming and messaging. Before COVID-19, internet cafes were a large part of the country’s internet culture, and eSports matches were held there.