Game, Saw, Conquered: Nationalism in Indonesian Video Games

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[17] or salience[19]. The second is about increasing use of online game, which reflects the second criterion of Pathological Gambling[17] or tolerance[19]. The third item emphasizes the use of online game as a media to escape real life, it reflects the fifth criterion of Pathological Gambling[17] or mood modification[19].

The Indonesian Online Game Addiction Questionnaire is developed from previous findings, as well as qualitative work to capture the Indonesian expression of online game addiction. This measure is particularly informed by previous similar game addiction measurement development [21]–[23]. But, the Indonesian online m88 mansion game addiction questionnaire is based on both, Pathological Gambling criteria from DSM-IV-TR[17] and Griffith’s addiction criteria[19]. Before writing the items, we conducted interviews and focus group discussions to junior and senior high school students to gather information regarding the characteristic of excessive online games use.

To demonstrate this,  he examines Nusantara Online, a massive(ly) multiplayer online role-playing game (MMORPG) based on the history and potential of Nusantara, the Indonesian archipelago. There are limitations of the Indonesian Online Game Addiction Questionnaire. The Indonesian Online Game Addiction Questionnaire lacks data from clinical population that is established by clinical diagnosis of mental health professionals. Therefore, any conclusions drawn from the provided cut-off score can be no more than an estimate. Secondly, the Indonesian Online Game Addiction Questionnaire is constructed based on school student sample. Its use outside the context of school students warrants further investigation (i.e. adult population).

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With a great app description you’ll create a favorable impression & entice people to download your app. Use the Wrap-App Technique – and you’ll increase downloads immediately. Sometimes lack of information and response from game publishers in the query sheet, and an unreasonable deadline may also cause suboptimal localization. Gamers prefer original names for game characters and skills because they often compete with other players globally. Generally, Indonesian translations are 20% longer than the English source.

The most frequently used diagnostic criteria for online game diagnosis is an adapted version of Pathological Gambling diagnostic criteria from DSM-IV-TR[17]. The same Pathological Gambling diagnostic criteria are also adapted for Young’s Internet Addiction diagnostic criteria[18]. Another set of diagnostic criteria that can be used for online game addiction is proposed by Griffith, which includes salience, mood modification, tolerance, withdrawal, conflict, and relapse[19]. Both, Young’s[20] and Griffith’s[21] diagnostic criteria have been translated to an online game addiction measure. 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. For Zulkarnain, writing history is not just a Churchillian recording of winners and losers, but also an act that brings a new lens to observing cultural expressions around the world.

Females and males almost equally follow Mobile Legends, PUBG Mobile and Free Fire, mostly on YouTube. There are specialized game video platforms in Indonesia like Nimo TV and Cube TV, where players can interact with influencers and sports players. As of 2019, Indonesia also enjoys a GoGames platform that provides content, features and payment services for gamers.

If there’s a character limitation, skilful translators usually keep the terms in English, or delete some words as long as the meaning remains intact. Character restrictions happen frequently because strings usually can’t be longer than source. This creates struggles in choosing the correct words for translations. As such, often enough, the translation needs to be transcreated, not just translated. In 2019, action was the most popular mobile game genre, which brought 20% of downloads and 43% in revenue. In 2020, Indonesian gamers were willing to pay for games downloads, in-game purchases, and subscriptions.

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