The Indonesian Gaming Market
Mobile games will most likely continue to dominate the Indonesian gaming market, due to the increased number of smartphones and internet users. Telkom, an Indonesian telecom company, has noted that only 0.4% of the country’s market goes to games made by local developers. A lack of investment and professionals means that the number of local gaming companies is not growing.
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Leaderboards in the app motivate students to compete against each other and win rewards. Video gaming in Indonesia is a growing sector, holding the 16th largest market in the world and about half the Southeast Asian market in 2017. Over 40 million people in the country are active gamers, with mobile gaming being the dominant sector in terms of revenue. The development of gocengqq games in the country began with imported consoles and arcade centres, prior to developments of online gameplay in PC games and increasing prevalence of the internet cafés.
The third item emphasizes the use of online game as a media to escape real life, it reflects the fifth criterion of Pathological Gambling or mood modification. The fourth item is about relapse, but it is quite different from the diagnostic guideline. Similar to the third Pathological Gambling criterion, but this item underlines the role of others in stopping the addiction. 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.
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