The Battle Over Roblox: Why Indonesia Is Cracking Down On Online Games | Insight | Full Episode
By CNA Insider
Key Concepts
- Gaming Addiction (Gaming Disorder): A dysfunctional gaming pattern recognized by the WHO, characterized by loss of control over gaming, prioritizing gaming over other activities, and continuation of gaming despite negative consequences.
- Roblox: An online platform allowing users to create and share games, popular among children and teens, but facing scrutiny in Indonesia for potentially violent or adult-themed content.
- Digital Wellbeing: The concept of ensuring a healthy and balanced relationship with digital technologies, particularly for children.
- Demographic Bonus: A period when a country's working-age population is large, offering a significant opportunity for economic growth if the human capital is well-developed.
- Gig Economy: A labor market characterized by the prevalence of short-term contracts or freelance work, often lacking traditional employee benefits and protections.
- Grooming: The act of building a relationship with a child for the purpose of abuse, often occurring in online spaces.
- Radicalization: The process by which an individual or group comes to adopt extremist political or religious ideals.
- Online Gambling: Betting or wagering money on internet-based platforms, often linked to gaming due to in-game purchases and loot boxes.
- Esports: Competitive video gaming, a growing industry with professional players and tournaments.
- Game Development: The process of creating video games, an emerging sector in Indonesia with potential for job creation.
- Digital Literacy: The ability to use, understand, and evaluate digital information and technologies.
- Traditional Games: Games that have been played for generations, often seen as an alternative to digital entertainment and a way to foster social interaction.
Gaming Addiction and Its Impact on Indonesian Youth
This video explores the pervasive issue of gaming addiction among Indonesian youth, its multifaceted causes, and the government's response. It highlights the growing concern over children's digital wellbeing, the potential negative impacts of online gaming, and the broader implications for Indonesia's demographic bonus.
The Rise of Gaming and Roblox in Indonesia
- Prevalence: Gaming has become a significant trend in Indonesia, with a large portion of the population, particularly the youth, owning smartphones and engaging with online games. This trend accelerated during the COVID-19 pandemic when people spent more time indoors and online.
- Roblox: The platform Roblox, launched in 2006, has gained immense popularity in Indonesia. It allows users to create and share games, with some games even modeled after real-world Indonesian locations like Mount Bromo. However, concerns have been raised about the platform hosting games with violent content, sexually suggestive behavior, and adult-themed role-play.
- Data: By 2023, almost three-quarters of Indonesian children aged 7-17 had internet access, a significant jump from about four in 10 in 2018. This increased access has contributed to the spread of gaming.
Causes and Symptoms of Gaming Addiction
- Psychological Factors: Addiction is attributed to games being designed to be highly engaging and to create a sense of curiosity. The "three Cs" (curiosity, challenge, and control) are mentioned as potential drivers.
- Emotional and Behavioral Manifestations: Individuals addicted to gaming often exhibit emotional instability, anger when restricted, and defiance towards authority figures. This can lead to neglecting schoolwork, poor academic performance, anxiety, and depression.
- Case Study: Bintang Alvin J.: A 9-year-old boy, Bintang Alvin, is shown to be addicted to Roblox, playing for extended periods and even waking up at 3 AM to update his game. His parents struggle to manage his screen time and express concern about his future.
- Case Study: Rahmat: A 39-year-old man, Rahmat, dropped out of university due to gaming distractions and has struggled to find employment. He uses online games to pass the time and escape his anxieties about his future.
- Case Study: Riris Marpong: Riris nearly dropped out of university due to her addiction to fighting games like Mortal Kombat. She eventually turned her passion into a successful career as a game developer.
- WHO Recognition: The World Health Organization (WHO) formally included gaming disorder as an addictive behavior in 2018, defining it as a dysfunctional gaming pattern.
- Statistics: A study of junior high school students revealed that approximately 13% suffer from gaming disorders.
Government Response and Concerns
- Potential Ban on Roblox: The Indonesian government is considering a ban on Roblox and other online games due to concerns about violence, sex, and gambling. This decision presents a dilemma as the gaming sector is a lucrative industry.
- Crackdowns: In April, Indonesia announced plans to block online games containing violence, sex, and gambling, and there have been calls to curb gaming to address addiction.
- Ministry of Women Empowerment and Child Protection: This ministry emphasizes children's wellbeing as a top priority and is concerned about the digital space being a breeding ground for exploitation and abuse. They have formed a special team to address child exploitation linked to the digital space.
- Ministry of Health: Considers gaming disorders a public health concern.
- National Counter Terrorism Agency: Is finalizing a national plan to combat extremism, focusing on human security and building community and family resilience, recognizing that extremist groups are infiltrating online platforms like games for recruitment and radicalization.
- Regulation: A regulation signed in March 2025 aims to protect children from negative digital impacts, requiring parental supervision for individuals under 18 and the use of NIK (National Identity Number) and KK (Family Card) for registration.
- Game Rating System (IGRS): Indonesia has launched its own game rating system to classify games based on age appropriateness, aiming to provide clarity on who games are intended for.
Broader Societal and Economic Implications
- Demographic Bonus: Indonesia has a large young, productive population, which presents a significant opportunity for economic growth. However, concerns exist that declining human capital quality due to issues like gaming addiction could turn this bonus into a demographic disaster.
- Gig Economy: The video touches upon the vulnerability of gig economy workers, who may lack protection.
- Economic Impact of Gaming: The gaming industry in Indonesia generates billions of US dollars annually and contributes to the GDP. Esports is a significant and growing business.
- Indonesian Game Developers: There are around 400 Indonesian game developers, with a significant portion selling their products in the United States. The government is providing incentives to support this sector.
- Potential for Disaster: The concern is that if the quality of human resources does not improve, the demographic bonus could become a disaster.
Addressing Gaming Addiction: Strategies and Perspectives
- Parental Responsibility: Parents are identified as the primary guardians responsible for protecting children from negative digital influences. They are urged to set clear rules, monitor gadget use, and engage with their children.
- Parental Involvement: The importance of parents understanding their children's digital world and communicating effectively is stressed. The analogy of "tuning" into children's language is used.
- Behavioral Contracts: A strategy involving setting screen time limits and creating agreements between parents and children is discussed, as seen with Bintang Alvin.
- Digital Wellbeing Investment: Parents are encouraged to invest time and effort in their children's digital wellbeing.
- Professional Help: The video mentions the need for professional help, with a psychiatrist discussing behavioral addiction and its symptoms.
- Traditional Games Revival: There's a movement to revive interest in traditional games as an alternative to digital entertainment and a way to combat gadget addiction.
- Education and Awareness: The need for educating children about online risks, including grooming and exploitation, is highlighted.
- Balancing Regulation and Growth: The challenge for the Indonesian government is to find a balance between regulating online games to protect its citizens and fostering the growth of the gaming industry.
The Link Between Gaming and Violence/Extremism
- Concerns: Authorities are concerned that online games can contribute to violence and extremism. Several incidents are cited, including a murder linked to a game payment dispute and a student assaulting a friend over fair play.
- Debatable Link: The video acknowledges that the scientific link between violent video games and aggressive behavior is debatable, citing research from the Oxford Internet Institute and the American Psychological Association.
- Extremist Recruitment: Security analysts suggest that extremist groups are using gaming platforms to recruit and radicalize individuals, exploiting the natural curiosity of young people.
- ISIS Propaganda: There are reports of games produced by ISIS that promote hatred and violence.
Online Gambling and Its Connection to Gaming
- Gateway to Gambling: Online games are seen as a potential gateway to online gambling, especially those with loot boxes or in-game purchases that mimic gambling mechanics.
- Prevalence: Online gambling is a significant problem in Indonesia, with an estimated 4 million punters.
- Motivations: People engage in online gambling to supplement low incomes or due to the allure of quick financial gains.
- Criminal Activity: The need for money to fund online gambling activities, including gaming, has been linked to increased criminal activity, such as theft.
- Case Study: Sulistio: A 35-year-old father of three, Sulistio, struggles with online gambling addiction, which started in 2016. He describes the cycle of winning and losing and the emotional toll it takes.
Esports and Game Development: A Positive Outlook
- Esports Growth: Esports is a booming industry in Indonesia, with professional players like David earning significant income.
- Job Creation: The game development sector is seen as a promising future career path, with universities offering game development courses.
- Government Support: The Indonesian government is actively supporting the gaming industry through incentives for developers.
- Inclusivity: The gaming industry is considered more inclusive than others, with its reach extending beyond major cities.
Conclusion and Future Outlook
The video concludes by emphasizing the complex interplay between the benefits and risks of online gaming in Indonesia. While the government grapples with potential bans and regulations to protect its youth from addiction, exploitation, and extremism, it also recognizes the significant economic potential of the gaming industry. The key challenge lies in finding a sustainable balance that fosters responsible digital engagement, promotes digital literacy, and harnesses the opportunities presented by the evolving digital landscape. The emphasis on parental guidance, education, and the development of a robust regulatory framework, including age-appropriate rating systems, is crucial for navigating this complex terrain. The revival of traditional games is also presented as a valuable strategy to promote healthier childhood development.
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