
 
their behavior with certain positive and negative way, 
so  it  becomes  the  cause  which  underlie  the 
relationship between social support and involvement 
and experience in game online (Dengah, Snodgrass, 
Else, and Polzer, 2018). 
There  are  some  negative  effects  of  playing  this 
video game. Firstly, it increases aggressive behavior 
as  the  consequence  of  playing  violent  game 
(Anderson  and  Bushman, 2001).  Secondly, it is the 
excessive  game  which  cause  functional  and 
psychological damages which direct to few cases in 
problematic game and game addiction (for example, 
Király,  Nagygyörgy,  Griffiths,  and  Demetrovics, 
2014).  Thirdly, the involvement in game online and 
psychosocial  result  causes  inconsistent  relation  to 
involvement in game online and psychosocial result 
namely  self-esteem,  loneliness,  and  social 
competence  (Kaye,  Kowert,  and  Quinn,  2017).  
Online  gamers  relate  to  openness  which  is 
interdependent  in  personality  which  is  the  fuel  for 
gamer  online  (Huang,  Cheng,  Huang,  and  Teng, 
2018). 
On the other hand, there are also positive effects 
of playing game online. Playing game online supports 
welfare by contributing to involvement suitable with 
the game. In addition, the social interaction in video 
games,  particularly  multiplayer  online  games,  is 
effective to build social modal, and play the game that 
is suitable with the aim and value (Perry, et al. 2018).  
Online games also relate to social online play which 
is an important component in social online site today.  
Social network site environment had provided game 
online platform  to  be  developed  in  virtual  medium.  
The users now can play game online, compare score, 
and challenge each other (Aburahmah, AlRawi, Izz, 
and  Syed,  2016).    Besides,  there  is  a  positive 
relationship  between  the  involvement  of  gamer 
identity and modal social online.  The identity has a 
positive  relationship  to  self-esteem  and  social 
competence,  and  negative  relation  to  loneliness.  It 
also  relates  to  social  value  to  identify  and  connect 
with other people in complexity around the concept 
and measurement of game involvement (Kaye, et al. 
2017).  Lastly,  online  gamers  tend  to  create 
relationship  with  the  others  who  have  similarities 
with  them.  There  is  also  a  social  influence  among 
online casual gamers which can be seen from strong 
social action operated among gamers (Lee, 2015). 
This  study  was  conducted  to  investigate  the 
influence  of  online  games  from  the  aspect  of  game 
online  addiction,  consumptive  behavior,  peers 
influence  and  parents’  care  in  constructing  their 
children in time effectiveness (time to study and time 
to play game at home). 
2  METHODS 
The  method  used  in  this  study  was  a  quantitative 
descriptive which describes or explains a problem in 
which its result can be generalized. The respondents 
in this study were students of class X in one of private 
Senior  High  Schools  in  Bandung  whose  hobby  are 
playing  online  games.  The  author  use  purposive 
sampling as sampling technique. 
3  RESULTS AND DISCUSSION 
3.1 Results 
The  results  show  that  some  respondents  have 
different  frequencies  of  social  behaviour  in  using 
online games. Table 1 shows that 26 students (14%) 
had  high  level  of  game  online,  136  students  (73%) 
have medium level of game online, and 25 students 
(25%) have low level of game online. 
Table 1: Frequency of Social Behavior Categorization. 
 
In  addition,  respondents  also  show  varied 
intensities in using online games. It can be seen from 
Table  2  that  from  187  students,  28  students  (15%) 
have high level of intensity, 151 students (81%) have 
medium level of intensity, and 8 students (4%) have 
low level of intensity. 
Table 2: Intensity of Game Online Use. 
From  Table  3,  it  can  be  seen  that  correlation 
between  social  behaviors  with  intensity  of  game 
online  use  has  a  correlation  coefficient  value  of  -
0.217  which  is  a  weak  correlation  category.    The 
value  of  correlation  coefficient  of  -0.217  show that 
there is negative relationship between social behavior 
and intensity of game online use among students. It 
means that the higher of social behavior showed by 
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