Parental Digital Illiteracy and Communication Paradox in Children’s Video Game Practices: Case Study from Malang City, Indonesia
Abstract
1. Introduction
2. Parental Supervision, Digital Literacy and Cultural Context
3. Materials and Methods
3.1. Design
3.2. Participants and Setting
3.3. Data Collection
3.4. Ethical Considerations
3.5. Data Analysis
4. Results
4.1. Playing Without Permission: Content Transgression as a Normalized Practice
4.2. The Parental Mediation and Paradox over Age Ratings Video Game
“I set limits for my child when playing video games, when it is time to play, then he can play, but when it is time to study, then he has to study. Sometimes my child refuses to stop, but I can redirect him. During Maghrib prayer time, it is not allowed, but after Maghrib until Isha there is some free time. Other than that, before taking a nap he may play video games or just watch YouTube.”(SA, parent 02)
“My child often plays video games. When he meets his cousins, they play online games for a long time. … Usually more than two hours, but normally it’s about two hours. … But I only allow him to play on Saturdays and Sundays, not on other days. … He doesn’t insist on playing Monday to Friday. … Eh, what game do you usually play with your cousins? (his daughter answered briefly) Sakura. (His confirmed again) … Yes, Sakura.”(GA, parent 01)
“My grandson plays video games twice a day, and each time is about two hours. On Saturdays and Sundays, he stays at his mother’s house. But when he’s with me, I take his phone away. When I say, ‘That’s enough, you can’t play anymore,’ he stops. He never gets angry. I also tell him, ‘Okay, son, put your phone down now, it’s time for your afternoon nap. What does he play… I don’t know.” (her grandson answered briefly) “Free Fire.” (We asked her grandson about Free Fire) “… it’s a shooting game.(TS, grandparent 03)
“Because he has a target from school to memorize Quranic verses, I ask him to recite one or two verses every day. So, whenever he plays video games, I ask him to stop and say, ‘Come on, recite the last verse you memorized at school. Which verse did you reach at school?’ In addition, I also instill a sense of responsibility when he plays games.”(AKI, parent 07)
“Usually, after coming home from Quran class in the afternoon, my child plays on his gadget… But it’s not always games, sometimes he just watches YouTube. … When he uses the gadget, it’s about an hour each day. … I usually tell him to study, ‘That’s enough, Zi, stop playing games, your eyes will strain. Study first.’(RS, parent 09)
“Usually, my child plays after Maghrib prayers, only for about 15 to 30 min a day. It’s when I leave him for a while. … I usually give him my phone so he won’t wander outside. … On weekends it’s the same as usual. … When I take the phone back, there’s usually a short negotiation. He says, ‘Just a bit more, Ma, I haven’t finished the game yet.’ … Yes, every day he holds the phone. … When he uses the phone, he usually plays Sakura.”(SK, parent 12)
“If I don’t remind him, he can play for a long time, more than an hour. He can play on the phone for a long time. I even get angry … because when he plays, he forgets to eat, forgets everything. … He usually stops when the battery runs out, or when I tell him it needs to be charged. I give him time, but after Maghrib, he has to study until Isha.”(MZ, parent 04)
“MA’s routine is mostly playing games, then going to school. … When he plays games, it can be around two hours every day. If I ask him to stop, I say, ‘Put down your phone. If I count to three and you haven’t put it down, watch out!’ So I have to count first, one, two… then he finally puts it down. But if I ask for the phone when his game isn’t finished, he gets angry, goes into his room, and cries.”(IF, parent 16)
5. Discussion
“In general, most parents in Indonesia are very negligent about age-rating rules, whether for movies or video games. Age-rating enforcement is also very loose here, … The same happens with video games, where many children play games that are not appropriate for their age classification.”(Children development psychologist)
“Indeed, when we talk about video games, we cannot entirely blame children for playing them. What really needs improvement is parents’ knowledge and understanding of video games. This way, parents can actively accompany and educate their children while they play.”(Medicine doctor)
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| WHO | World Health Organization |
| ESRB | Entertainment Software Rating Board |
| PEGI | Pan European Game Information |
| IARC | International Age Rating Coalition |
| IGRS | Indonesia Game Rating System |
| E | Everyone |
| E10+ | Everyone 10+ |
| T | Teen |
| M | Mature |
| AO | Adult Only |
| FF | Free Fire |
| PUBG | Player Unknown Battle Ground |
| ML | Mobile Legend |
| MMORPG | Massive Multi-Player Online Role-Playing Game |
| Kemkomdigi | Kementerian Komunikasi Digital (Indonesian Ministry of Digital Communication) |
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| Video Game Rating Institution | Jurisdiction | Age Rating Categories | Content Descriptions |
|---|---|---|---|
| ESRB (Entertainment Software Rating Board) [13] | North America | E, E10+, T, M, AO | An age-based rating system ranging from content suitable for all ages (E) to content intended for adults only (AO), with indicators such as violence, strong language, and sexual or pornographic material. |
| IARC (International Age Rating Coalition) [14] | International (digital games) | 3+, 7+, 12+, 16+, 18+ | An age-based rating system for digital applications and games or video games downloaded online. It assesses content based on violence, sensitive themes, and online interactions. |
| IGRS (Indonesia Game Rating System) | Indonesia | 3+, 7+, 13+, 15+, 18+ | Indonesia’s local age rating system classifies video game content by age, ranging from 3+ to 18+. |
| Demographic Categories | Sub-Categories | n (N = 26) |
|---|---|---|
| Occupations |
| 16 5 1 3 1 |
| Educational attainment (highest) |
| 20 3 3 |
| Family structure type |
| 26 |
| Social class revenue rate (Malang City) | All participants’ revenue rate is IDR 2,500,000–4,000,000 (USD 160–250) * | 26 |
| Age Rating Categories * | Video Game Titles | Genres | Video Game Description | Platforms | n | Σn |
|---|---|---|---|---|---|---|
| IARC 3+ | Pazu Avatar World | Simulation | Life simulation with interactive avatars. | Mobile | 1 | 3 |
| My Talking Angela | Simulation | Character customization and care with anthropomorphic style. | Mobile | 1 | ||
| ESRB E/IARC 3+ | Fall Guys | Competitive platformer | Multi-player competition with obstacle courses; no explicit violence. | Fixed | 1 | |
| IARC 7+ | Minecraft | Adventure | Open-world exploration with building and creative interaction. | Mobile | 1 | 3 |
| Asphalt 9 | Action racing | High-speed street racing with multi-player competition. | Mobile | 2 | ||
| IARC 12+ | Player Unknown Battle Ground (PUBG), Free Fire (FF) | Shooting/Battle royale | Multi-player combat with realistic weapons; contains explicit violence. | Mobile | 10 | 16 |
| Mobile Legend (ML) | Massive Multi-Player Online Role Play Game (MMORPG) | Real-time 5v5 battle with team strategy; includes fantasy violence. | Mobile | 4 | ||
| Roblox | Platformer | User-generated content ranging from simulations to mild violence. | Mobile | 1 | ||
| ESRB T | Downhill Domination | Action racing | BMX downhill racing focused on skill and competition. | Fixed | 1 | |
| IARC 18+ | Sakura School Simulator | Simulation | Life simulation with implicit violence, romantic themes, and sexual content. | Mobile | 4 | 4 |
| N | 26 | |||||
| Category Code | Typology Classification | Empirical Justification | Dimensions and Characteristics | Cultural Script Influence | n |
|---|---|---|---|---|---|
| A | Paradoxical Mediator Parent | Content control: low/Time control: high | Communication: No discussion about game content; mediation focuses solely on playtime limits. Attitude: Parents perceive games as generally safe and therefore do not evaluate content, leading to limited risk mitigation. Practice: Supervision is reactive rather, reflecting low-cost mediation efforts. Literacy: No awareness of age-rating systems (IGRS, ESRB, IARC), preventing content-based guidance. | Strong influence of local cultural scripts: “sak karepe” (permissive) and “ojo kakean dolanan gem” (restrictive), resulting in a paradoxical digital mediation pattern. | 9 |
| B | Regulated Mediator Parent | Content control: high/Time control: high | Communication: Rules are negotiated with the child. Attitude: Gameplay is allowed if prior agreements are followed. Practice: Clear time limits are enforced, sometimes with task-based conditions. Literacy: No awareness of age ratings, but parents recognize game titles. | Cultural influence is moderate, supporting a balanced rule-based approach to gameplay. | 7 |
| C | Laissez-faire Parent | Content control: low/Time control: low | Communication: No rule negotiation or guidance. Attitude: All games are assumed appropriate for children. Practice: Children choose games freely, with parents providing mainly reactive supervision. Literacy: No awareness of age ratings or game titles. | Dominated by the permissive cultural script “sak karepe” (permissive). | 7 |
| D | Empowering Parent | Content control: high/Time control: low | Communication: Dialog is used to discuss playtime agreements. Attitude: Gameplay is allowed when agreements are met. Practice: Playtime and schedule are co-negotiated, aiming to foster the child’s self-awareness. Literacy: No awareness of age ratings, but parents recognize game titles. | Reflects rule-making through verbal agreement, with minimal influence from cultural scripts. | 3 |
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Fajar, D.P.; Mulyana, D.; Dida, S.; Raksanagara, A. Parental Digital Illiteracy and Communication Paradox in Children’s Video Game Practices: Case Study from Malang City, Indonesia. Societies 2025, 15, 317. https://doi.org/10.3390/soc15110317
Fajar DP, Mulyana D, Dida S, Raksanagara A. Parental Digital Illiteracy and Communication Paradox in Children’s Video Game Practices: Case Study from Malang City, Indonesia. Societies. 2025; 15(11):317. https://doi.org/10.3390/soc15110317
Chicago/Turabian StyleFajar, Dewanto Putra, Deddy Mulyana, Susanne Dida, and Ardini Raksanagara. 2025. "Parental Digital Illiteracy and Communication Paradox in Children’s Video Game Practices: Case Study from Malang City, Indonesia" Societies 15, no. 11: 317. https://doi.org/10.3390/soc15110317
APA StyleFajar, D. P., Mulyana, D., Dida, S., & Raksanagara, A. (2025). Parental Digital Illiteracy and Communication Paradox in Children’s Video Game Practices: Case Study from Malang City, Indonesia. Societies, 15(11), 317. https://doi.org/10.3390/soc15110317

