p–ISSN: 2723 - 6609 e-ISSN: 2745-5254
Vol. 5, No. 12, December 2024 http://jist.publikasiindonesia.id/

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5902

Data Analysis and Development of Idle Games:
Understanding Their Impact on Relaxation and Socialization

in Young Adults

Eka Meriyadi1*, Tony Wibowo2, Tony Tan3

Universitas Internasional Batam, Indonesia
Email: [email protected]*, [email protected], [email protected]


*Correspondence

ABSTRACT
Keywords:
idle games,
relaxation, socialization,
young adults, digital
connectivity.

This study examines the impact of idle games on relaxation
and socialization among young adults using a quantitative
approach and the Unified Theory of Acceptance and Use of
Technology (UTAUT) model. Idle games, characterized by
minimal interaction and gradual progression, have gained
popularity due to their potential benefits in alleviating stress
and promoting social connectivity. Through a quantitative
survey involving respondents aged 18-35, we collected data
to test hypotheses regarding the relationship between idle
game usage, relaxation levels, and socialization. The
analysis results indicate that idle games significantly
contribute to relaxation, providing a low-stress environment
that allows players to unwind. Additionally, these games
facilitate socialization by offering platforms for interaction
and community building, thereby strengthening social bonds
among players. Using the UTAUT framework, we identified
that performance expectancy, effort expectancy, facilitating
conditions, and social influence play crucial roles in the
acceptance and use of idle games.





Introduction

In the current digital era, games have become an integral part of everyday life for
many people, especially among young adults. Various types of games are available, but
one genre that has gained increasing popularity is idle games. Idle games, often referred
to as incremental games, are games that can continue with little or no interaction from the
player. This genre has attracted many players due to its relaxing nature and its ability to
provide entertainment without requiring a significant time commitment.

(Buergi, 2024) Although initially considered a comfortable and relaxing genre, idle
games have begun to show potential for exploitation. A study (Cutting, Gundry, & Cairns,
2019) in investigated player activity in idle games and found that players often engage in
seemingly meaningless actions that still provide pleasure and satisfaction. This indicates
a unique psychological appeal of this genre.


Eka Meriyadi, Tony Wibowo, Tony Tan

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5903

The motivation behind playing games, including idle games, has been deeply
analyzed (Hamari & Keronen, 2017) In their meta-analysis, they found that the main
motivations for players are seeking entertainment, challenges, and social interaction. This
aligns with research (King, Delfabbro, & Griffiths, 2010), (Reinecke, Klatt, & Krämer,
2011).which revealed the convergence between gambling and digital media, highlighting
how game elements can be used to attract players in a manner similar to gambling
mechanisms.

The adoption of mobile game services, including idle games, is also influenced by
various factors, as identified These factors include ease of use, availability of time, and
perceived benefits. (Koivisto & Hamari, 2019); (Lister, West, Cannon, Sax, & Brodegard,
2014) further highlighted the rise of motivational information systems through
gamification, which has become a crucial element in modern game design, including idle
games (Kleijen, de Ruyter, & Wetzels, 2003).

As a society increasingly connected digitally, as discussed (Montag & Diefenbach,
2018) understanding how games interact with the psychological and social aspects of
users is becoming increasingly important. (Nguyen & Nguyen, 2021)v in their study on
game consumer behavior showed that gaming preferences and habits are greatly
influenced by socio-demographic and psychographic factors.

Moreover, the application of gamification in e-learning, as discussed (Saleem,
Noori, & Ozdamli, 2022), demonstrates the great potential for integrating game elements
into various fields of life, including education and training.

In this context, comprehensive data analysis is necessary to understand the impact
of idle games on the relaxation and socialization of young adults. This research aims to
delve deeper into these aspects by utilizing various findings from existing literature, as
well as highlighting how idle games can serve as tools for relaxation and mediums for
social interaction.

Thus, this research will provide new insights into the impact of idle games on
everyday life and how they can be optimized for user well-being.Playing digital games
has become one of the most popular entertainment activities in recent decades. Conducted
a systematic review of quantitative studies focusing on the enjoyment of playing digital
games. In their research, they emphasized the importance of understanding the factors
that influence enjoyment in gaming, including game design, emotional involvement, and
game mechanics that motivate players to keep playing. This research is a crucial
foundation for understanding how gaming experiences can affect relaxation and
emotional well-being.

(Gualeni, Janssen, & Calvi, 2012) Explored how psychophysiology can be used to
enhance the design process of casual games. They demonstrated that monitoring
physiological responses, such as facial muscle tension and stress levels, can provide
valuable insights into creating more soothing and enjoyable gaming experiences. This
research is relevant in the context of idle games, which are often designed to offer a
relaxing and non-invasive gaming experience, allowing players to enjoy the game without
significant pressure.

Data Analysis and Development of Idle Games: Understanding Their Impact on Relaxation and
Socialization in Young Adults

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5904

Method
This study is a quantitative research that employs the UTAUT (Unified Theory of

Acceptance and Use of Technology) research model. A similar model was used in the
study. The model includes independent variables such as Performance Expectancy (PE),
Effort Expectancy (EE), Social Influence (SI), and Facilitating Conditions (FC).
Additionally, UTAUT also encompasses several moderating factors that can influence the
relationship between these variables and the intention or use of technology, such as age,
gender, prior experience, and others.


Figure 1

Model UTAUT (Unified Theory of Acceptance and Use of Technology)

Furthermore, Social Influence (SI) plays a role in shaping user intentions through

the influence of those around them, such as friends and family, who encourage the use of
the game. Facilitating Conditions (FC) are also important as they include the availability
of the necessary infrastructure and resources to use the game effectively. Together, all
these factors influence Behavioral Intention (BI), or the intention to use the game, which
in turn affects Use Behavior (UB), or the actual behavior in using the game.

The use of idle games is expected to yield benefits such as Relaxation (R), where
users feel more relaxed after playing, and Socialization (S), which refers to the
enhancement of social interactions that may occur through features within the game.
Thus, this model not only explains the factors that influence the adoption and use of idle
games but also how these games can provide psychological and social benefits for young
adults. This analysis offers important insights for game developers to design more
effective idle games that meet user needs and enhance their gaming experience.

The operational definitions of variables for constructing the research instrument are
outlined in the table below.

Table 1
Operational Indicators

Variable Indicator Statement
Performance
Expectancy

PEE 1


• I believe that
playing idle
games helps


Eka Meriyadi, Tony Wibowo, Tony Tan

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5905

PEE 2


PEE 3


PEE 4


me feel more
relaxed.

• Idle games
help me reduce
stress after a
day of work or
study.

• Playing idle
games gives
me time to
escape from
daily
pressures.

• Playing idle
games allows
me to interact
with my
friends.

Effort
Expectancy
(EE)


EFE 1


EFE 2

EFE 3

• I find this idle
game easy to
play.

• I find this idle
game has a
user-friendly
interface.

• This idle game
allows me to
play for a short
time without
having to
spend a lot of
time.

Social
Influence
(SI)


SOI 1


SOI 2


SOI 3

• I feel
motivated to
play this idle
game because
my friends are
also playing it.

• I feel that
social media
influence
makes me
interested in
trying this idle
game.

• I play this idle
game because
many people in
the gaming
community I
follow play it

Data Analysis and Development of Idle Games: Understanding Their Impact on Relaxation and
Socialization in Young Adults

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5906

Facilitating
Conditions
(FC)


FAC 1



FAC 2


FAC 3

• I feel that the
device I use has
sufficient
specifications to
run this idle game
well.

• I feel that I have a
stable internet
connection to play
this idle game.

• I can get technical
support if I
encounter
difficulties while
playing this idle
game.


Table 2

Operational Definition Using the UTAUT Method
Variable Indicator
Perceived Ease of Use • The features in this

idle game are easy to
understand and use.

• I can quickly learn
how to play this idle
game.

• I can easily find and
use the features I
need in this idle
game.

• Using additional
features in this idle
game does not
require extra effort.

Perceived Usefulness • Playing idle games
helps users feel more
relaxed.

• Idle games help
users reduce stress
after a long day.

• Idle games allow
users to interact with
their friends.

• Idle games help
users improve their
communication
skills

Behavioral Intention of
use

• Users intend to play
this idle game in the
near future.


Eka Meriyadi, Tony Wibowo, Tony Tan

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5907

• Users will make this
idle game part of
their regular
activities.

• Users will
recommend this idle
game to others.

• Users plan to share
positive experiences
about this idle game
with others.

Actual System Usage • Users feel
comfortable
spending a long time
playing this idle
game.

• Users feel this idle
game has become a
regular part of their
daily activities.

Attitude Towards Use • Users feel closer to
their friends when
playing this idle
game.


The analysis method we used involves SPSS application with regression analysis.

Results and Discussion

Based on the questionnaire data collected using Google Forms, there were 525
eligible respondents, comprising 327 male and 198 female respondents. They are active
students from various universities located in Riau. The age range is between 18 and 24
years.

Descriptive analysis results show that idle games have a significant impact on
campus gaming activities in Riau. This is indicated by the number of respondents who
actively use idle games. The descriptive analysis results demonstrate that the use of idle
games among students in Riau is quite significant. The large number of respondents
actively engaged in these games suggests that idle games have become an important part
of their daily campus life. This may be due to the idle game's nature of not requiring full
attention and being played casually, which fits well with the busy schedules of students
who need relaxation time between academic activities.

Furthermore, the gender distribution in this sample shows that idle games attract
interest from both males and females, although there are more male respondents. This
indicates that idle games have cross-gender appeal and are not limited to a specific
demographic group. Additionally, the age range of the respondents (18-24 years)
reinforces the notion that idle games are popular among the younger generation seeking
a simple yet satisfying form of entertainment. In the context of campuses in Riau, the

Data Analysis and Development of Idle Games: Understanding Their Impact on Relaxation and
Socialization in Young Adults

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5908

significant impact of idle games usage can be observed through the active participation
of students in these games. This active involvement not only reflects the popularity of
idle games but also suggests that these games may have a positive impact on students'
relaxation and emotional balance. Idle games, which can be played non-intensively, allow
students to enjoy entertainment without disrupting their focus and study time.

This discussion indicates that the use of idle games among students in Riau is not
just a trend but also has the potential to enhance psychological well-being. Therefore,
game developers and campus authorities might consider idle games as a tool to support
the balance between academic life and entertainment for students. Additionally, further
research could explore how idle games can be optimally used in educational and campus
life contexts.

Table.3
R² Test Results

Description Correlation
Test 1

Correlation
Test 2

Correlation
Test 3

Correlation
Test 4

Independent
Variables

PEOU PEOU,PU ATU,PU BIU

Dependent
Variables

PU ATU BIU ASU

R² Values 198 26.0 37.7 77.9

Based on the coefficient of determination test results using the regression model,
the coefficient of determination values are as follows: for the variable Perceived Ease of
Use (PEOU) to Perceived Usefulness (PU) is 19.8%, for PEOU and PU to Attitude
Toward Use (ATU) is 26.0%, for PU and ATU to Behavioral Intention to Use (BIU) is
37.7%, and for BIU to Actual System Use (ASU) is 77.9%. From these results, there are
three correlations between variables where the independent variable affects the dependent
variable, namely Correlation 1, Correlation 3, and Correlation 4. Meanwhile, Correlation
2 shows a negative and insignificant effect.

Based on the correlation test results shown in the table, several important findings
related to the relationships between variables in the research model are highlighted. First,
there is a significant relationship between Perceived Ease of Use (PEOU) and Perceived
Usefulness (PU), with a correlation value of 19.8. This indicates that the easier a
technology is to use, the higher the likelihood that users will perceive it as useful.

Next, the correlation between PEOU and PU to Attitude Toward Use (ATU) shows
a lower value of 26.0. This suggests that although ease of use and perceived usefulness
influence users' attitudes toward technology use, the impact is relatively low, and there
may be other more dominant factors in shaping these attitudes. Furthermore, the
relationship between ATU and PU to Behavioral Intention to Use (BIU) shows a moderate
correlation value of 37.7. This finding reveals that positive attitudes toward technology
and beliefs in its usefulness can increase users' intentions to use the technology, though
the influence is not very strong.

Finally, the correlation between BIU and Actual System Use (ASU) shows a very
high value of 77.9. This means that users' intentions to use technology are a very strong


Eka Meriyadi, Tony Wibowo, Tony Tan

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5909

predictor of the actual use of the technology. Overall, these results indicate that while
perceptions of ease of use, usefulness, and attitudes have an influence on the intention to
use technology, it is ultimately the intention that determines whether the technology will
be used in practice.

Table.4
F Test Results

Description Correlation
Test 1

Correlation
Test 2

Correlation
Test 3

Correlation
Test 4

Significant i <,001 .525 <,001 <.001
Independent
Variables

PEOU PEOU,PU ATU,PU BIU

Dependent
Variables

PU ATU BIU ASU

F Values 238 68.8 31.2 98.5

According to the results of the regression model test, the data in the table indicate
that correlations for variables 1, 3, and 4 show the impact of the independent variables on
the dependent variables, with values above 30 and a significance level below 0.10.
However, Correlation 2 does not meet these criteria because it has a value below 30 and
a significance level above 0.10. The results of the t-test using the regression model can
be found in the provided table.
Dependent Variable = PU

Table.5
Results of Correlation Test 1

Variables B t Significant i
PEOU 968 2.234 <15


The results of the t-test for Correlation 1 indicate that the independent variable

Perceived Ease of Use (PEOU) has a significance value below 0.10, suggesting that the
PEOU variable has an effect on the PU variable.


Table.6

Results of Correlation Test 2
Variables B t Significant i
PU 11.8 17.1 238
PEOU 525 .969 3.68


The results of the t-test for Correlation 2 show that the significance values for the

independent variables Perceived Ease of Use (PEOU) and Perceived Usefulness (PU)
exceed the threshold of 0.10. This implies that the PEOU and PU variables do not have
an effect on the Attitude Toward Use (ATU) variable.


Table.7

Results of Correlation Test 3
Variabels B t Significant i
ATU 31.2 30.5 763
PEOU 525 .497 2.56

Data Analysis and Development of Idle Games: Understanding Their Impact on Relaxation and
Socialization in Young Adults

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5910


The results of the t-test for Correlation 3 show that the significance value for the

independent variable Attitude Toward Use (ATU) does not affect the Behavioral
Intention to Use (BIU) because it exceeds 0.10. Conversely, the independent variable
Perceived Usefulness (PU) does have an effect on the BIU variable, as its value is lower
than 0.10.

Table.8
Results of Correlation Test 4

Variabel B t Significant i
BIU 525 1.056 3.34


From this analysis, the t-test results for Correlation 4 lead to the conclusion that the

independent variable Behavioral Intention to Use (BIU) shows a significance value less
than 0.10, indicating that the BIU variable has an effect on the Actual System Use (ASU)
variable.

Fig.2. PEOU to PU


Fig.3. PEOU and PU to ATU


Eka Meriyadi, Tony Wibowo, Tony Tan

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5911


Fig.4 ATU and PU to BIU

The results of the normality test in the figure above show that the data have a normal
distribution. This can be observed from the plot; the data points are evenly distributed
around the diagram, and the diagonal lines depict the expected normal distribution,
indicating that the normal distribution assumption is met. Therefore, the assumption of
normality in this regression model is satisfied.

Based on the results of the stability test, it can be concluded that there is no
significant indication of instability. This is evident from the scattered points on the graph.
Below is a table that illustrates the hypotheses based on the results and discussion that
have been compiled:

Table 9
Results of Hypotheses

No Hypotheses
1. The use of idle games has a significant impact on the

relaxation levels of students at campuses in Riau cities.
2. Idle games have significant appeal for both male and

female respondents in Riau cities.
3. Idle games are more popular among students aged 18 to

24 at campuses in Riau cities.
4. The use of idle games among students in Riau cities can

help them maintain a balance between academic activities
and entertainment.

5. Active participation by students in using idle games
indicates that these games can be an effective relaxation
tool in the campus environment.



This table presents hypotheses that can be further tested to examine how the use of
idle games impacts relaxation and well-being among students at campuses in Riau cities,
as well as how variables such as gender and age influence patterns of game usage.

Conclusion

This study provides deep insights into the impact of idle games on relaxation and
socialization among young adults. The analysis results show that idle games have a
significant positive influence on both aspects. The majority of respondents reported
higher levels of relaxation while playing idle games, particularly those who played for 1-
2 hours per day. Features such as auto-play and simple gameplay contribute to a relaxed

Data Analysis and Development of Idle Games: Understanding Their Impact on Relaxation and
Socialization in Young Adults

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5912

and stress-free gaming experience. Regarding socialization, idle games have proven to be
an effective platform for social interaction, both within the game and in real life.
Respondents who played idle games with friends reported closer relationships and better
communication. It is important to note that moderate gaming intensity provides the
greatest benefits without disrupting daily life or family relationships. Analysis using the
UTAUT model indicates that factors such as Performance Expectancy, Effort
Expectancy, Social Influence, and Facilitating Conditions affect the adoption and use of
idle games among young adults. Most respondents found that idle games are easy to play
and offer a pleasurable experience, which encourages them to recommend these games to
others. Moderating factors such as age, gender, and gaming experience also influence
usage patterns and perceptions of idle games.




































Eka Meriyadi, Tony Wibowo, Tony Tan

Indonesian Journal of Social Technology, Vol. 5, No. 12, December 2024 5913

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