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Development of a Qualitative Assessment Instrument for Cognitive Processes in Gaming Decision Diantina, Fanni Putri; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Pratama, Rifky Abdila; Halwa, Aqyla; Rahma, Dianita; Poerwandari, Elizabeth Kristi; Indirasari, Dyah Triarini
Global Medical & Health Communication (GMHC) Vol 11, No 3 (2023)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v11i3.12744

Abstract

Indonesia ranks 6th with the highest number of online gamers in Asia and 12th in the world gaming market. When online gamers become addicted, they lose the ability to halt or control their gaming behavior, leading to problematic behavior. Decision-making processes at the cognitive level are considered relevant in various addictive behaviors, including inappropriate gaming behavior. Exploratory research can be conducted using a qualitative technique, with data collected through in-depth interviews, to acquire an in-depth understanding of the comparison of the interaction process of each cognitive component in decision-making to play online games. This research was conducted in Bandung from December 2021 to December 2022. Steps are needed to develop guidelines that explore the functioning of affective and cognitive responses (coping, cognitive and affective bias, and craving and urge) and executive and inhibitory control. The guideline used a cognitive theoretical framework in addictive behavior, namely the I-PACE model, with a multidimensional theoretical basis. Through theoretical deepening, it was derived as a guideline divided into three main aspects, four sub-aspects, 32 main questions, and 36 probing questions.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14222

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14135

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.