Motive on Playing Online Game as Predictor of Adolescence's Problematic Online Gaming Use in Makassar
- 10.2991/icaaip-17.2018.60How to use a DOI?
- online games motive, problematic online gaming use, adolescence.
Online gaming may cause deficit on adolescence's academicals achievement and social interaction difficulties, thus may be referred as one of a social deviance. Deviation is a set of behavior which able to bring up problematic on daily life. One of the factors that contribute on deviation is individual motive. Motive can be assumed as an energy that may determine one's behavior. Motives on online gaming could be the predictor of deviation on online gaming. Deviation on online gaming can be referred as problematic online gaming use. This study aims to find our problematic online gaming use on adolescence as well as motives on online gaming that may predict problematic online gaming use. The method of this study is quantitative research method. Motives for Online Gaming Questionnaire and Problematic Online Gaming Questionnaire measured 301 participants in total. The findings show that tendency on adolescence's problematic online gaming use are on moderate category. By multiple regression can be seen that motives on online gaming simultaneously significant predicting adolescence's problematic online gaming use, which the contribution online gaming motives are account for 51,6 percent. While social motive, escape motive, competition motive, skill development motive, and fantasy motive partially significant predicting problematic online gaming use. Coping motive and recreation motive partially not significant predicting problematic online gaming use.
- © 2018, the Authors. Published by Atlantis Press.
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- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Dewi Fatmasary Edy AU - Elvita Bellani AU - Mayenrisari Arifin PY - 2017/08 DA - 2017/08 TI - Motive on Playing Online Game as Predictor of Adolescence's Problematic Online Gaming Use in Makassar BT - Proceedings of the 8th International Conference of Asian Association of Indigenous and Cultural Psychology (ICAAIP 2017) PB - Atlantis Press SP - 259 EP - 263 SN - 2352-5398 UR - https://doi.org/10.2991/icaaip-17.2018.60 DO - 10.2991/icaaip-17.2018.60 ID - Edy2017/08 ER -