The items are to be answered on 5 points Likert Scale, ranging from Never to Very Often. The participants are instructed to think about the frequency they did the activities described on the items, according to the last six months. This study was approved by the Human Research Ethics Committee of Institute for Research and Academic Publications, Tarumanagara University, Indonesia.
Gamic ideology is not a force to be ignored, argues Zulkarnain. To look at these coded (pun intended) sentiments could reveal a number of ideological constructs, the spread of which is facilitated by contemporary media—such as MMORPGs. The Indonesian rtp slot game industry contributed about US$1.1 billion to the national economy in 2015, despite only earning a small fraction of the local gaming revenues. Video game piracy is also prevalent across the country, making up the majority of installed games. Master, play and learn Indonesian language online for free with LinGo Play. LinGo Play encourages learners excited about learning Indonesian online quickly and efficiently.
The developers need to be able to attract as many users as possible. Consequently, understanding the most significant elements impacting the intention to play online mobile games is essential. The goal of this study is to find out what influences people’s intention of playing online mobile games. The result showed that perceived enjoyment was a significant predictor affecting Indonesian gamers’ intention on playing online mobile games.
Some newspapers and other literature are published in Sundanese. It is predicted that by 2025, 89.2% of Indonesians will own smartphones. The number of smartphone users in rural areas has also grown, increasing from 47.3% in 2015 to around 55% in 2019.
News regarding the downside of online games should not be unfamiliar anymore. There have been news reported in Indonesia on children and adolescents stealing due to lack of money for playing games in internet cafes, . Problems from the use of online games has caused the Indonesian minister of health to publicly express her concern regarding the popularity of online games among children. Though LinGo Play, we have produced a powerful approach to learn Indonesian online for free using simple learning techniques.
We also conduct field observations to internet cafes that are popular among school students and interviewed several players that are in school uniform. The qualitative work is important to make sure that the items written will be natural to Indonesian school students living condition. Then, we wrote items that are based on diagnostic guidelines and qualitative data. The first item is on thinking about online game for the whole day, reflecting preoccupation or salience. The second is about increasing use of online game, which reflects the second criterion of Pathological Gambling or tolerance. The third item emphasizes the use of online game as a media to escape real life, it reflects the fifth criterion of Pathological Gambling or mood modification.
This website also hosts a number of Indonesian flashcards for learning the Bahasa words and phrases featured in the quizzes. Our Indonesian picture dictionaries were developed for introducing Bahasa Indonesia vocabulary to kids. Iskander Zulkarnain analyzes this idea by looking critically at “playable nationalism”—wherein video games and national identity intersect as a vehicle for state-specific ideologies.
It is becoming a regular source of entertainment globally, spreading in conjunction with the constant improvement of internet access. The same phenomenon also occurs in Indonesia, following the improvement of internet access. Online games can be played in the computer, handheld devices, or video game consoles. Educational materials that teachers can set as a homework assignments, or use in Bahasa class lesson plans. Games include recorded spoken Bahasa from Indonesian speakers and teachers with standard accents. For quiet libraries or classroom there are ‘text only’ options, without sound.
The fourth item is about relapse, but it is quite different from the diagnostic guideline. Similar to the third Pathological Gambling criterion, but this item underlines the role of others in stopping the addiction. The fifth item is about the withdrawal effect of not playing online games, drawn from the fourth criterion of Pathological Gambling or withdrawal. The sixth item is on the conflict caused by playing online games, drawn from the ninth criterion of Pathological Gambling or conflict. 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.
Language deviations are common so the translators need to be aware of the context. For example, there are many variations to a word ‘sister’ in Indonesian, which can be confusing. An official term is “saudara perempuan”, but often it is not used because it is too long. Translators should know whether it is a younger or older sister. Furthermore, the measure is to be answered according to the condition of the last six months.