Online games has swiftly become a popular

The qualitative work is important to make sure that the items written will be natural to Indonesian school students living condition. To construct a clinical cut-off estimate, we will use a combination of criterion and population norm. Furthermore, decision on the days per week is based on the idea of a healthy relationship of work and play. We argue that playing online games for more than 4 hours at the frequency of working days is already half of the amount of the standard daily 8 hours working time, thus it can be considered as excessive. 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.

Besides being a source of entertainment, online games also have potential problems. 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. According to bo slot gacor Indonesia’s Games Market and Industry Report 2021 launched by Kominfo in collaboration with Niko Partners, Indonesia is a $1 billion video game market with more than 170 million gamers.

Online games can be played in the computer, handheld devices, or video game consoles. We help game developers free their time from routine processes in order to focus on key tasks. We provide professional game translations into 40+ languages and create game art of all levels of complexity. Also, we offer localization testing, voice-over, and culturalization adaption of in-game content. We’re incredibly proud of our clients, including both world-renowned AAA developers and indie companies that have successfully entered the international market.

This means that it’s less difficult than character languages, like Mandarin and Korean, but more difficult than romance languages, like Spanish and French. As a category III language, its difficulty level is somewhere in the middle. Choose from over 60 languages, both big and small, and listen to audio from real native speakers.

Online games has swiftly become a popular source of entertainment for all ages, particularly among young people. 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.

Lastly, we would like to extend our thanks to the research assistants who have all assisted us in the data gathering process. Based on the criteria, a clinical sample is drawn from the original validation sample. There are 150 participants (10.15%) that met the criteria from the total of 1,477 participants.

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