Does Internet Gaming Disorder Hinder Academic Performance?

Erwin Bramana Karnadi, Stevanus Pangestu

Abstract


Abstract: In 2018, the WHO has categorized gaming disorder as an official disease. One of the ways to estimate a person’s gaming disorder level or status is to use the IGD-20 Test. The purpose of our research is to determine whether or not internet gaming disorder (IGD) has a significant negative impact on academic performance using binary dependent and two-staged least squares models. We obtained data from 390 Indonesian university students, consisting of their academic performance, IGD level, gaming behavior, and several of their economic and demographic characteristics. We found that 5.13 percent of the respondents have IGD. Using both probit and logit models, we also found that GPA has no significant impact on a person’s probability to have IGD. Finally, using a 2SLS model, we discovered that IGD has no considerable effect on GPA. Instead, income and gender are proven to be significant predictors of GPA.

Abstrak: Pada tahun 2018, Organisasi Kesehatan Dunia mengategorikan gaming disorder sebagai sebuah penyakit. Salah satu cara menentukan status atau tingkat gangguan ini ialah menggunakan tes IGD-20. Tujuan dari penelitian ini ialah menentukan apakah IGD memiliki dampak signifikan terhadap kinerja akademik. Penulis memperoleh data primer dari 390 partisipan mahasiswa terkait hasil studi atau kinerja akademik, tingkat IGD, perilaku bermain game, dan beberapa karakteristik demografik dan ekonomik. Penulis menemukan 5,13 persen partisipan menderita IGD. Berdasarkan hasil analisis data menggunakan model probit dan logit, penulis menemukan indeks prestasi kumulatif tidak memiliki pengaruh signifikan terhadap kemungkinan memiliki IGD. Sedangkan pengujian menggunakan model two-stage least squares juga menunjukkan bahwa IGD tidak berpengaruh signifikan terhadap indeks prestasi kumulatif. Variabel yang ditemukan sebagai determinan indeks prestasi ialah tingkat penghasilan dan gender.


Keywords


gaming disorder; IGD; academic performance; Indonesia; instrument; kecanduan game; performa akademik; Indonesia; instrumen

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DOI: http://dx.doi.org/10.17977/um001v6i12021p001

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