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. The second is about increasing the use of the online slot gacor resmi game, which reflects the second criterion of Pathological Gambling or tolerance.
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The Indonesian Online Game Addiction Questionnaire has acceptable psychometric evidence for research use on online game addiction among Indonesian school students. In addition, it has a clinical cut-off to estimate the prevalence of mild addiction and addiction cases on a population. The cut-off may play a supporting role in helping mental health professionals to diagnose online game addiction. However, much work is needed before it can be used as a clinical instrument.
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The fifth item is about the withdrawal effect of not playing online games, drawn from the fourth criterion of Pathological Gambling or withdrawal. The sixth item is on the conflict caused by playing online games, drawn from the ninth criterion of Pathological Gambling or conflict. However, the items are written with moderation in context to Indonesian school students. The original criterion of Pathological Gambling used the terms ‘jeopardized’ or ‘loss’ a significant relationship.