Online Gaming Addiction and Self-Reported Emotional Responses Among Married Men in Sidoarjo, Indonesia: A Cross-Sectional Study

Mundakir Mundakir (1), Muhammad Luqman Fariz (2), Fathiya Lutfil Yumni (3), Reliani Reliani (4)
(1) Department of Nursing, Faculty of Health Sciences, Universitas Muhammadiyah Surabaya, Indonesia, Indonesia,
(2) Department of Nursing, Faculty of Health Sciences, Universitas Muhammadiyah Surabaya, Indonesia, Indonesia,
(3) , Indonesia,
(4) Department of Nursing, Faculty of Health Sciences, Universitas Muhammadiyah Surabaya, Indonesia, Indonesia

Abstract

Background: Problematic online gaming may interfere with emotional control and family functioning, but evidence among married adult men in Indonesian community settings remains limited.


Objective: To examine the association between online gaming addiction severity and self-reported emotional response levels among married male heads of household in Sidoarjo, Indonesia.


Methods: This analytical cross-sectional study included 91 married male heads of household aged 28-43 years who played online games and were recruited by purposive sampling from two neighborhood units in Gelam Village, Sidoarjo, during July-August 2023. Gaming addiction was assessed using the 21-item Game Addiction Scale, and emotional responses were assessed with a 15-item study-specific questionnaire covering anger, sadness, fear, and happiness. Descriptive statistics and Spearman rank correlation were used.


Results: Severe gaming addiction was reported by 46 participants (50.5%), and a high emotional response level was reported by 41 participants (45.1%). Among participants with severe gaming addiction, 26 of 46 (56.5%) had a high emotional response level, compared with 1 of 14 (7.1%) among those with mild gaming addiction. Gaming addiction severity was positively associated with emotional response level (Spearman rho = 0.371, p < .001).


Conclusion: Greater online gaming addiction severity was associated with higher self-reported emotional response levels among married men in this community sample. Because the design was cross-sectional and both measures were self-reported, the findings do not establish causality. Community and mental health nursing programs should consider family-centered screening, emotion-regulation support, and referral for individuals with persistent gaming-related impairment.

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Authors

Mundakir Mundakir
Muhammad Luqman Fariz
Fathiya Lutfil Yumni
fathiyaners@fik.um-surabaya.ac.id (Primary Contact)
Reliani Reliani

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