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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