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But what happens when the smartphone, seemingly a distraction from the relationship in the making, creates a wall between the anthropologist and the interlocutor? While smartphones have been widely explored as a media technology used by the interlocutors, or as research tools, their affective grip on the researchers themselves has received less attention to date. “Hanging out” and establishing “rapport” is an essential part of the ethnographic encounter in anthropology. Hence, I primarily focused on the moments in which online and offline intersect, as the thumb scrolls through the Instagram feed while passing the time, and not necessarily because the person is interested in its content-i.e., mundane practices reminiscent of what Ehn and Löfgren (2010) have called "non-events," barely perceptible, yet imbued with complex meanings and social choreographies. While the content of online practices or the intricacies of specific online platforms or communities have been studied frequently in scholarship over the last two decades, embodied, seemingly trivial, and "in-between" (Hjorth & Richardson, 2014 Juul, 2010 Kinder-Kurlanda & Willson, 2016 Kuittinen et al., 2007) "small scale practices" (Møller & Robards, 2019), such as scrolling and swiping, are still ethnographically under-researched. ![]() Ethical reasons aside, my interest was primarily in the embodied in-between moments when their fingers touched the screen, somewhere between intention and content. Aspek conflict ditemukan sebagai aspek yang paling dipengaruhi rasa bosan di waktu luang sedangkan aspek mood modification ditemukan tidak dipengaruhi rasa bosan di waktu luang. Hasil menunjukkan bahwa rasa bosan di waktu luang memprediksi kecenderungan kelainan bermain game pada pengguna smartphone dewasa muda. Data dianalisis menggunakan regresi linear sederhana. Alat ukur Leisure Boredom Scale (LBS) dan Internet Gaming Disorder - 20 Test (IGD-20 Test) yang dimodifikasi telah digunakan untuk mengumpulkan data. Terdapat 175 responden yang bersedia mengikuti studi ini. Responden memiliki kriteria berusia 18-25 tahun yang bermain game di smartphone minimal satu kali dalam sehari dan berdomisili di Surabaya, Indonesia. Pendekatan kuantitatif dengan desain korelasional telah digunakan dalam studi ini. ![]() Studi ini bertujuan untuk menguji pengaruh rasa bosan di waktu luang terhadap kelainan bermain game pada pengguna smartphone dewasa muda. Risiko akan kelainan bermain game tidak hanya terbatas pada gaya bermain intensif (hardcore gaming), namun juga pada gaya bermain santai (casual gaming) yang semakin populer. The conflict aspect in gaming disorder was found to be the most affected by leisure boredom, whereas the mood modification aspect was found to be the only aspect not affected by leisure boredom. The results indicated that leisure boredom may predict the tendency of gaming disorder in emerging adult smartphone users. The data was analyzed using simple linear regression. Modified version of the Leisure Boredom Scale (LBS) and the Internet Gaming Disorder - 20 Test (IGD-20 Test) were utilized to collect data. A total of 175 respondents participated in this research. The criteria of the respondents were individuals aged 18-25 years, who played games on their smartphones at least once a day and resided in Surabaya, Indonesia. A quantitative approach with correlational design was used in the study. This study aims to test how leisure boredom affects gaming disorder in emerging adult smartphone users. ![]() The risk of gaming disorder is not only limited to hardcore gaming style, but is also found in the increasingly popular casual gaming style. |