Intensity Of Violent Behavior In Adolescents Addicted To Violent Online Games In Yogyakarta Indonesia

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.


INTRODUCTION
The rapid development of technology produces countless technological products and has an impact on changing behavior in society. One of the technological products quite popular among adolescents is online games. Online gaming is encouraged by a number of facilities that provide online games. Adolescents with no access to online games at home can come to internet cafes that provide online gaming facilities. As a result, adolescents can play online games anywhere at any time. The number of gamers in Indonesia was 60 million in 2018 and is estimated to increase to 100 million in 2020 (1) .
Continuous online gaming raises a feeling of excitement, leading people to repeatedly play numerous times and later become addicted (2). A person with online gaming addiction finds it difficult to stop playing. Someone is addicted to games because they are accustomed to online gaming both consciously and unconsciously until they cannot differentiate between the real world and the virtual world (3).
Online games not only present realistic visualization, but also allow interactions between gamers. Interactions with other gamers allow them to spread hate through trash talk both in the verbal and non-verbal forms. The verbal form includes voice chat, while the non-verbal form includes chats (written) in online games (4). This kind of interactions can change a person's characteristics, such as emotional states and adolescent delinquency with violent behavior in adolescents.
Another factor that can influence a person's characteristics is the element of online games. Online games with an element of violence have contents such as fights, cannibalism and even murder. Age classification is applied for electronic interactive games in which a person of a certain age has limited access to online games with particular contents (5). Online games that contain a barrage of violence and a feature of realistic weapons can only be accessed by people age 18 years or older.
Online games come with many different genres, such as Real-Time Strategy (RTS) that emphasizes the player's ability to use strategies; First Person Shooter (FPS) that takes the setting of warfare and uses military weapons; and Role Playing Game (RPG) that allows the player to create an avatar and choose weapons, such as words, chainsaws, and spears (6). These three genres require the player to hurt and even kill the enemies to win the games.
Hurting the enemies every day will eventually lead adolescents to believe that hurting others is a fun and acceptable thing to do. It is possible that the belief will be commonly-held by adolescents in daily life. How one forms self-identity involves the identification of figures that become idols (7). Seeing violent scenes in the game performed by the idolized characters can instigate adolescents to learn lessons from the models with violent behavior.
In recent days, adolescent delinquency has evolved into crimes. Adolescents used to make disruption with motorcycle convoys and commit a minor offense such as stealing. However, nowadays many adolescents have been recorded to commit a serious offense namely murder. On In Yogyakarta, adolescent delinquency cases occur every year. According to the Yogyakarta Regional Police Report, in 2016 there were 43 cases of crimes, such as brawls and klitih committed by adolescents. In addition, in 2016 some teenagers committed armed violence on the streets of Yogyakarta. The perpetrators who were seven teenagers under the age of 18 killed their victims. They had no underlying reason, neither robbery nor personal revenge, to commit the crime.
Besides klitih, brawls also often happen in Yogyakarta. In December 2017 police officers arrested eight teenagers involved in the case. The number of brawlers increased in 2018. Police officers arrested 25 school teenagers who were about to fight using sharp weapons (9,10).

METHOD
This was a quantitative study with a crosssectional approach. The incidental sampling technique was employed, and 96 respondents were recruited using the Lemeshow formula. The inclusion criteria were adolescents aged 11-17 years and played online games more than 3 hours a day, while the exclusion criteria were adolescents who played non-violent online games and had played online games in less than a year. The study was conducted in the Special Region

RESULTS
The respondents of the research were adolescents who were addicted to violent online games. The respondents were comprised of male (69.8%); 44 adolescents aged 15-17 years (45.8%); 48 adolescents in senior high school (50%); 96 playing online games for more than three hours a day (100%); 96 playing online games since a year ago (100%); and 50 playing online games with Action-Shooting genre (52.5%). Based on the table 3. about the relationship between the level of addiction to online games and the intensity of violent behavior in adolescents, it can be seen that the p-value was 0.000 (<0.005). As a result, there is a relationship between addiction to violent online games and the intensity of violent behavior in adolescents in Yogyakarta. The correlation coefficient was 0.731, indicating that the correlation between the variable of addiction to online games and the intensity of violent behavior is strong. The positive value suggests a unidirectional relationship, signifying that the higher the level of addiction to online games, the higher the intensity of violent behavior in adolescents.

Level of Addiction to Violent Online Games
The results showed that 50% of the respondents were addicted to online games at the moderate level. On online game addiction in adolescents that also found that adolescents had a low level of addiction to online games (11). Yogyakarta is one of the areas where game centers can easily be found and continue to increase every year. The convenience of finding the facilities to play games is one of the contributing factors of addiction to online gaming in adolescents.
On average adolescents have played online games for a year and spend three hours a day on online gaming. Some people consider playing online games a hobby. When playing online games, the brain will activate many circuits, such as nucleus accumbens (part of the brain that processes appreciation), amygdala (part of the brain that processes emotional responses), and orbitofrontal cortex (part of the brain that processes visual activities) (12). Excitement, challenges, and attractive visual can lead adolescents to become addicted to online gaming.
Adolescence is a period where people have more freedom in life, greater curiosity about new things, and unstable emotions. However, adolescents who have low addiction have good self-control on changes that occur during adolescence (13). Self-control is needed to regulate one's behavior, so that if self-control is good, the ability to prevent addiction will also be better

Intensity of Violent Behavior
Results of the study suggest that the intensity of violent behavior in the majority of adolescents is low. Online games with the element of violence can affect the player's psychological and cognitive aspects with low until high levels of addiction, instigate aggressive behavior, cause problems in controlling emotions, and lead to difficulty in self-control (14). Online games often exhibit scenes of crimes and violence, such as fights, destruction, and murder. The scenes indirectly affect the adolescents' subconscious mind that the real world appears similar with the world in online games (15).  (16). Patriarchy refers to a culture that men are more superior than women. Privilege indicates that men are allowed to do more things than women, so men are more privileged. Permission is a permit given to men to inflict violence on women. Paradox of men's power means that men have strength to become leaders, so failure of meeting the demands results in men engaging violence. Psychic armor of manhood means that men can become the role models in any activities. Psychic pressure cooker refers to the pressure of long-buried sadness that is later expressed in uncontrolled emotions. Lastly, past experience refers to violent events that men witnessed in the past.

Relationship between Level of Addiction to Violent Online Games and Intensity of Violent Behavior in Adolescents
Based on data analysis and the Spearmen rank correlation test, the significance value (p-value) was 0.000 with the significance level 0.05 between the variable of online gaming addiction and violent behavior in adolescents. Since the pvalue <0.05, the hypothesis formulated in this study is acceptable, meaning that there is a relationship between the addiction to violent online games and the intensity of violent behaviors in adolescents. This result is in parallel with the result found in the study about the relationship between online gaming addiction and adolescents' aggressive behavior with the p value = 0.04 and the r value = 0.342 (17). This study is also in line with a past study by Makasvhili et al., (2014) that found video game has a significant relationship with aggressive behavior in adolescents in which male adolescents have higher intensity of aggressive behavior than their female counterparts. The multiple correlation coefficient value (r) on the statistical test was 0.731, signifying that the addiction to violent online games and the violent behavior in adolescents are strongly associated. Aggressive behavior in junior high school students has a strong correlation with playing online games (19). Violence-based online games can cause the brain to accept thoughts about violence more easily because interactive games allow the players to have a very active role in playing the games and to receive rewards in the form of victory over violent acts committed in the games (20). The more often adolescents play violence-based online games, the more intense they observe acts of violence shown in the games. As a result, violent acts are embedded in their mindset and aggressive behavior increases.
The results of the statistical test, the correlation coefficient value is positive. It indicates that there is a unidirectional relationship between the variables, meaning the higher the level of addiction to violent online games, the higher the intensity of violent behavior in adolescents. Similar result was found in the study that investigated the aggressive behavior in children and adolescents (21). Results showed that the higher the intensity of online gaming, the more aggressive the children's and adolescents' behaviors. Excessive interest in playing online games results in the addiction to online gaming. The addiction has adverse impacts on adolescents. Past research suggest that excessive online gaming can lead to time distortion, lack of attention, acts of violence, negative emotions and aggressive behavior (22,23). Adolescents who focus on online games do not care about their duties and obligations anymore, become emotionally unstable and imitate violent behavior from online games that are watched as a form of their learning process from online games with the violent genre Aggressive teens always have the worst out of socialization (24). Authoritarian parenting plays a positive role in psychological behavior in children, while authoritarian and permissive parenting results in aggressive and negative behavior in children. (25). Adolescents who live in households with high parental warmth, authoritarian and authoritarian internet parenting styles have lower levels of online gaming dependence than in other households with parents with other styles (26). Permissive parenting applied by parents influences children to experience online game addiction (27).

RESEARCH LIMITATIONS
The number of respondents in this study was only 96 adolescents and the researcher used the incidental sampling technique in determining respondents so that the respondents were not able to represent each district in the Special Region of Yogyakarta.

RESEARCH ETHICS
This research has passed the research ethics test with ethical cleareance certificate no: 004/EC-KEPK FKIK UMY/I/2020. The implementation of this research applies research ethics such as inform consent, confidentiality, autonomy and beneficience

CONFLICT OF INTEREST
The researcher declares that this research does not have a conflict of interest

ACKNOWLEDGMENT
We would like to thank LP3M Universitas Muhammadiyah Yogyakarta for the research grants provided. Our gratitude also goes to all research participants who have been willing to take part in this research.

CONCLUSION
Conclusion that can be drawn from the study entitled "Relationship between Addiction to Violent Online Games and the Intensity of Violent Behavior in Adolescents in Yogyakarta" is that the level of addiction to violent online games in adolescents in the Special Region of Yogyakarta is moderate with the majority of adolescents having low intensity of violent behavior. Addiction to online games and violent behavior have a significant association with a strong correlation coefficient and a unidirectional relationship. It means that the higher the level of addiction to online games, the higher the intensity of violent behavior in adolescents. The future researchers are suggested to add more research variables such as parenting style, peers, and environments that are possibly able to influence adolescents to behave violently.