scholarly journals Online Game and the Hikikomori Phenomenon in Japan

2020 ◽  
Vol 202 ◽  
pp. 07080
Author(s):  
Lina Rosliana ◽  
Arsi Widiandari

The internet, online games, smartphones are things that are very familiar with the lives of millennials today, including the millennial generation in Japan. Everything that comes with it is a necessity, including the negative effects it causes. In Japan, the society has highlighted many problems arising from the internet, online games, and smartphones, one of which is the addiction problem in using these devices. This brings us to the classic problem of Japanese society, namely, hikikomori, where a person stays at home for long periods, does not socialize and work, and only does what he/she likes. This research will further explore the relationship between online games and the hikikomori phenomenon that developed in Japan.

Author(s):  
Jengchung V. Chen ◽  
Yu-Hsiang Wang

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.


2017 ◽  
Vol 45 (9) ◽  
pp. 1475-1484
Author(s):  
Hye Rim Lee ◽  
Eui Jun Jeong

We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted the important role of life self-efficacy, which significantly and negatively affected loneliness and depression; however, the results showed positive associations of game self-efficacy with these factors. Life self-efficacy had greater positive effects on depression and loneliness when mediated by preferred game playing. These findings provide novel contributions to research on the relationship between life and game self-efficacy, as therapeutic prerequisite factors in online game playing, and players' psychosocial factors.


2017 ◽  
Vol 45 (7) ◽  
pp. 1113-1126 ◽  
Author(s):  
Xuanfang Hou

I applied affective events theory to explore the multilevel influence of destructive leadership on the innovative behavior of millennial generation employees. Participants were 223 employees from 32 work groups at 3 companies in mainland China. Results showed that both actual group destructive leadership and destructive leadership as perceived by the millennial employees, had a negative influence on innovative behavior via the mediation of employees' individual affective responses. In addition, the multilevel negative influence of actual group destructive leadership on the millennial employees' innovative behavior was mediated by group affective tone. In this study, I revealed the multilevel value of affective events in the relationship between destructive leadership and millennial employees' innovative behavior, and offered insight into how to control the negative effects of destructive leaders and inspire innovative behavior in millennial employees.


This study outlines the literature relevant to the effects of online games issues and the positive and negative effects of online games on child brain and communicative ability. Recent study, online games are now increasingly used for purposes other that entertainment. These games play on role in fields as diverse as education, cognitive training, physical exercise, and rehabilitation. Using games, which is communicative essence are often considered effective in developing child communicative ability. In this review, the result from the literature review indicate a number of gaps in the present framework. As a result, can guide teachers and parents to be able to know the processes that occur in the online game for child.


Psibernetika ◽  
2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Stefani Virlia ◽  
Silvia Setiadji

<p><em>Online game is a game that is loved by many people of ages ranging from children to adults. Online games can trigger addiction that can cause effects such as withdrawal, aggressiveness, problems in interpersonal relationships and can even lead to psychological disorders. This study aimed to examine the relationship between online gaming addiction and social skills in early adult game players. The method used is quantitative method and included into the type of correlational research. Respondents in this study is the online game players in the cafe Jakarta Barat, totaling 342 people. The results of this study revealed a significant correlation between addicted to online games and social skills in early adult game players with r = -0367 (p &lt;0.05). Early adult game players have become addicted to the game because it makes online games as</em><em> an escape from their problems. </em></p><p><em> </em></p><strong><em>Keywords</em></strong><em> : addicted to online game; social skill;, early adulthood</em>


2020 ◽  
Vol 2 (1) ◽  
pp. 25-44
Author(s):  
Dwi Runjani Juwita

The current development and globalization of this decade have been marked by rapid technological advances. Human welfare, which is demanded to be better and more advanced, triggers humans to discover new findings. One of the new findings found by humans is the internet. Technological progress is one of several measures of the development and progress of a country. The logical consequence at this level is that a country must be able to respond and implement the principle of technological progress as a standard if it wants to obtain a progressive state label, regardless of whether human resources in a country are ready or not in facing challenges and consequences in the future. Online games are part of technological advances that use the internet with a mechanism to connect between players online. With this online game there are a lot of madharat and mafsadat especially for teenagers and online game players because this game can bring fatigue, illness, laziness and something negative. Perkembangan zaman dan globalisasi pada dasawarsa ini ditandai dengan kemajuan teknologi secara pesat. Kesejahteraan manusia yang dituntut untuk menjadi lebih baik dan maju memacu kreatifitas manusia dalam mencari temuan temuan baru. Temuan baru yang dihasilkan manusia adalah salah satunya internet. Kemajuan teknologi menjadi satu dari beberapa ukuran perkembangan dan kemajuan sebuah negara. Konsekwensi logis pada tataran ini, bahwa suatu negara harus mampu merespon dan menjalankan prinsip kemajuan teksnologi sebagai standar jika ingin memperoleh labelitas negara berkemajuan, terlepas apakah SDM dalam suatu negara tersebut siap atau tidak dalam menghadapi tantangan dan konsekwensi dikemudian hari.Game Online merupakan bagian dari kemajuan teknologi yang menggunakan internet dengan mekanisme menghubungkan antar pemain secara online. Dengan adanya game online ini banyak sekali madharat dan mafsadat terutama bagi para remaja dan para penggiat game online karena permainan ini bisa mendatangkan kelelahan,sakit,bermalas-malasan dan sesuatu yang bersifat negatif.


2012 ◽  
Vol 8 (4) ◽  
pp. 1-14 ◽  
Author(s):  
Ching-I Teng ◽  
Shih-Ping Jeng ◽  
Henry Ker-Chang Chang ◽  
Soushan Wu

Online games have become increasingly popular computer applications, raising the question of who plays them. Thus, the present study investigates the relationship between gamer personality and online game use as well as the potential links between online game use and gamer demographic variables. The sample consisted of 1633 Taiwanese online gamers. This study used confirmatory factor analysis to assess measurement reliability and validity. The hypotheses were tested using regression analyses. Analytical results indicated that online game use is positively related to gamer openness and agreeableness but negatively related to gamer conscientiousness and emotional stability. Moreover, being male and having a high income were associated with higher levels of online game use. The results increase the knowledge on the link between personality and online gaming behaviour.


2017 ◽  
Vol 30 (1) ◽  
pp. 139-162 ◽  
Author(s):  
Chuang-Chun Liu

Purpose Extending on flow theory, the purpose of this paper is to explore how interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) impact flow experience; this study also investigates how flow experience is related to replay intention. Furthermore, this is the first study to explore the relationship between perceived uncertainty and challenges in online gaming. Design/methodology/approach The proposed research model was empirically evaluated using survey data collected from online game players. The evaluation was conducted using partial least squares of structural equation modeling. Findings The findings revealed that flow experience was a significant predictor of replay intention. Four antecedents of flow (telepresence, focused attention, skills, and challenges) had a positive influence on flow experience. Interactivity (human-to-human interactivity and human-to-machine interactivity) and personal beliefs (perceived attractiveness, personal involvement, and perceived uncertainty) influenced these antecedents. Moreover, human-to-human interactivity exerted a greater impact on the flow experience antecedents than did human-to-machine-associated interactivity. This study reveals that human-to-human interactivity is most crucial to the effective development of online games. In addition, the author find that utilitarian motivations have positive moderating effects on the relationship between flow and replay intention. Finally, additional practical and managerial implications are discussed. Originality/value Few empirical studies have explored the moderating role of utilitarian motivations. This original study analyzed how utilitarian motivations moderate the relationships between flow and replay intention of online game players. Moreover, this is one of the first studies to explore the characteristic of uncertainty and its role in the context of online game playing.


2021 ◽  
Vol 15 (1) ◽  
pp. 81-88
Author(s):  
Octa Reni Setiawati ◽  
Sulis Setyowati

Online game addiction and academic stress among junior high school studentsBackground: Online games are currently rife in society, enthusiasts ranging from children to adults. Online games have a tendency to make players interested in lingering in front of the computer to forget about study time, meal time, sleep time, and contact the environment in the actual world because they spend more time in cyberspace. Game addiction is as if the player has nothing to do but play the game, and as if the game is his life. Students will find it difficult to manage time and meet academic demands during their schooling. This raises academic stress, which is defined as a condition or condition of individuals who experience pressure because of students' perceptions and assessments of academic stressors. This is due to the many academic demands that must be faced, for example, exams, and assignments.Purpose: To determine the relationship between online game addiction and academic stress among junior high school students.Method: A quantitative study with correlational design. The sample of 500 students (junior high school students) in Bandar Lampung as respondent and taken by accidental sampling. The questionnaire data collection is using Google Form (G Form). The analysis by Spearman test and bivariate.Results: Finding a significant relationship between game addiction and academic stress with a correlation coefficient of 0.174, so this value that means a weak relationship between online game addiction and academic stress. The correlation coefficient was positive so that the relationship between the two variables is unidirectional, thus it means that the higher the level of online game addiction, the academic stress level will also get worse.Keywords: Addiction; Online game; Academic stress; Junior high school studentsPendahuluan: Game online saat ini marak di masyarakat, peminatnya mulai dari anak kecil sampai orang dewasa. Game online memiliki kecenderungan membuat pemainnya tertarik berlama-lama di depan komputer hingga melupakan waktu belajar, waktu makan, waktu tidur, dan melakukan hubungan dengan lingkungan di dunia nyata karena mereka lebih banyak menghabiskan waktunya di dunia maya. Kecanduan game adalah pemain seakan-akan tidak ada hal yang ingin dikerjakan selain bermain game, dan seolah-olah game tersebut adalah hidupnya. Siswa akan kesulitan mengatur waktu dan memenuhi tuntutan akademik selama mereka sekolah. Hal tersebut menimbulkan stres akademik yang diartikan sebagai suatu kondisi atau keadaaan individu yang mengalami tekanan sebagai hasil persepsi dan penilaian siswa tentang stressor akademik. Hal tersebut dikarenakan banyaknya tuntutan akademik yang harus  dihadapi, misalnya ujian, tugas-tugas dan lain sebagainya.Tujuan: Untuk mengetahui hubungan kecanduan game online dengan stres akademik siswa SMP.Metode: Penelitian kuantitatif dengan desain korelasional. Penelitian ini menggunakan sampel 500 responden siswa Sekolah Menengah Pertama (SMP). Dianalisis dengan menggunakan Uji Spearmen.Hasil: Diketahui bahwa terdapat hubungan signifikan antara kecanduan game dengan stres akademik dengan Koefisien korelasi sebesar 0,174, maka nilai ini menandakan hubungan yang lemah antara kecanduan game online dengan stres akademik. Angka koefisien korelasi bernilai positif sehingga hubungan kedua variabel tersebut bersifat searah, dengan demikian dapat diartikan bahwa semakin tinggi tingkat kecanduan game online maka tingkat stress akademik juga semakin parah.


2021 ◽  
Vol 9 (1) ◽  
pp. 64
Author(s):  
Yanuar Fahrizal ◽  
Bima Yoga Pratama

The Online game is a technological product that is quite popular among adolescents. Violent characters in online games can affect the game players. Hurting the enemies in the games every day will gradually lead adolescents to think that hurting people is a fun and common thing to do. The adolescent delinquency cases in Yogyakarta occur every year, and the most frequent cases are klitih (maltreatment) and brawls. This study aims to discover the relationship between the level of addiction to violent online games and the intensity of violent behavior in adolescents. This study employed a quantitative method with a cross-sectional approach. Data were collected through Game Addiction Scale for Adolescent questionnaires by  about the adolescents’ addiction to online games and violent behavior in adolescents. The respondents of the study were 96 adolescents, recruited using the Lemeshow formula. Data were analyzed using the Spearmen rho test. Results showed that 48 adolescents (50%) were addicted to online games at a moderate level. The majority of adolescents (44.8%) had a low intensity of violent behavior. The p-value was 0.000 (<0.005). The correlation value was 0.731, indicating a strong correlation between online gaming addiction and intensity of violent behavior, and the positive value suggests a unidirectional relationship. The level of online gaming addiction in adolescents in Yogyakarta is moderate. Online gaming addiction and violent behavior have a significant relationship with a strong correlation coefficient and a unidirectional relationship. Future researchers are suggested to add research variables to discover other factors contributing to violent behavior in adolescents.


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