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Analytics

Intan Nur Cahyani; Akhmad Fajar Prasetya

This study is grounded in the observation that online game addiction has emerged among learners at SMP Muhammadiyah Bantul. In the present digital era, playing games through the internet has become tightly woven into adolescents' everyday routines. Easy accessibility together with the broad spectrum of entertainment provided has pushed the popularity of online games upward. However, immoderate engagement may foster addictive patterns that adversely affect students' academic performance, social interaction, physical condition, and mental well-being. Hence, a workable intervention is required to lower the level of dependence. The purpose of this research is to decrease learners' online game addiction by means of group counseling services that draw on the Cognitive Behavioral Therapy (CBT) framework combined with cognitive restructuring techniques. A one-group pretest-posttest experimental scheme was adopted in this work. The findings reveal a notable reduction in the students' online game addiction scores, evidenced by the paired sample t-test significance value (two-tailed) of 0.000, which falls below 0.05. It can therefore be inferred that group counseling rooted in the Cognitive Behavioral Therapy approach with cognitive restructuring techniques is effective for reducing online game addiction in seventh-grade learners at SMP Muhammadiyah Bantul.

Achmad Kafabi

Harmoni: Jurnal Ilmu Komunikasi dan Sosial 2026 International Forum of Researchers and Lecturers

The rapid development of digital media, particularly YouTube, has encouraged personal branding practices among content creators in the gaming sector. This study analyzes how Tobias Justin constructs his personal branding through the Jess No Limit YouTube channel using Montoya's (2002) eight-component personal branding theory, namely specialization, leadership, personality, distinctiveness, visibility, unity, persistence, and goodwill. Employing a qualitative descriptive approach with a case study design, data were collected through online observation of 15 videos published between 2023 and 2025, digital documentation, and digital footprint analysis. Data were analyzed using Miles and Huberman's (1994) interactive model. Findings reveal that Tobias Justin's personal branding is built through consistent specialization in Mobile Legends gameplay, an authentic and humble personal narrative, a relaxed yet persuasive communication style, and sustained positive audience engagement. Audiences actively reinforce his image as a professional, inspiring figure, demonstrating that personal branding is a dialectical process involving creator presentation and collective audience validation. This study concludes that effective digital creator branding is shaped by value consistency, technical competence, and strategic audience relationship management, not mere popularity. Comparative research across gaming creators or platforms is recommended to extend generalizability.

Rindhy Mei Adzelina; Ita Apriliyani; Tri Sumarni

Jurnal Ilmu Kesehatan dan Gizi 2026 Pusat Riset dan Inovasi Nasional

Online games are one of the digital entertainment activities widely favored by adolescents; however, high-intensity use can lead to psychological impacts, one of which is anxiety. Anxiety in adolescents is characterized by feelings of restlessness, irritability, difficulty concentrating, and sleep disturbances, especially when they are unable to play online games or when they experience defeat in the game. This study aimed to determine the relationship between the intensity of online game use and the level of anxiety among adolescents. This study used a quantitative design with a cross-sectional approach, involving 113 respondents selected using a cluster sampling technique. The research instruments used were the DASS questionnaire and an online game usage intensity questionnaire, and the data were analyzed using univariate and bivariate analysis. The respondents in this study were adolescents from SMAN 1 Wanadadi, most of whom were 16 years old (49.6%) and predominantly female (61.9%). The intensity of online game use was mostly in the moderate category (55.8%), while the level of anxiety was mostly in the mild category (89.0%). The results showed that most respondents had a moderate level of online game usage intensity and a mild level of anxiety. Bivariate analysis indicated that there was no significant relationship between the intensity of online game use and the level of anxiety among adolescents, with a p-value of 0.425 and a contingency coefficient value of 0.076. Therefore, it can be concluded that there is no relationship between the intensity of online game use and the level of anxiety among adolescents.

Alfan, Muhammad Bahauddin; Wea, Ernesta; Alfan, Muhammad Bahauddin; Wea, Ernesta

JUISI : Jurnal Ilmiah Sistem Informasi 2026 LPPM Universitas Sains dan Teknologi Komputer

Penelitian ini bertujuan menganalisis penerimaan pengguna terhadap fitur gamifikasi Shopee Games serta dampaknya terhadap perilaku pembelian online menggunakan kerangka Technology Acceptance Model (TAM). Pendekatan kuantitatif dengan metode survei diterapkan pada 100 responden pengguna Shopee Games. Analisis jalur berbasis regresi berganda digunakan untuk menguji hubungan antar konstruk TAM: persepsi kemudahan penggunaan (PEOU), persepsi kegunaan (PU), sikap penggunaan (ATU), niat perilaku (BI), dan penggunaan aktual (AU). Hasil penelitian menunjukkan bahwa PEOU berpengaruh signifikan terhadap PU (β=0,828; p<0,001), PU berpengaruh signifikan terhadap ATU (β=0,831; p<0,001), namun PEOU tidak berpengaruh langsung terhadap ATU (p=0,531). Selanjutnya, ATU dan PU berpengaruh signifikan terhadap BI (masing-masing β=0,322; p=0,001 dan β=0,367; p=0,003), dan BI berpengaruh sangat kuat terhadap AU (β=0,878; p<0,001) dengan kontribusi sebesar 58,5%. Temuan ini mengonfirmasi bahwa manfaat yang dirasakan (reward) lebih dominan dalam membentuk sikap pengguna dibandingkan kemudahan teknis. Penelitian ini memberikan implikasi praktis bagi pengelola platform e-commerce untuk merancang fitur gamifikasi yang berfokus pada nilai reward dan pembentukan kebiasaan pengguna.

Nurlaili Hidayatul Baiti; Rachmat Panca Putera

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2026 STIKes Ibnu Sina Ajibarang

This study aims to revisit the role of permissive parenting in the digital era and to analyze how psychological well-being mediates the relationship between permissive parenting and online gaming addiction among adolescents. The study employs a Systematic Literature Review (SLR) approach guided by PRISMA standards. Data were collected from reputable databases, including Scopus, Web of Science, and Google Scholar, covering publications from the last ten to fifteen years. The findings indicate that permissive parenting tends to increase the risk of online gaming addiction indirectly through the deterioration of adolescents’ psychological well-being. Psychological well-being serves as a significant mediating variable that explains how the lack of parental control and guidance contributes to weaker self-regulation in adolescents’ digital behavior. These results highlight that online gaming addiction is not solely influenced by external factors but is also strongly associated with internal psychological conditions. This study contributes theoretically by integrating parenting style, psychological well-being, and addictive behavior into a comprehensive analytical framework, while also offering practical implications for parents and educators in developing family-based preventive strategies in the digital era.

Fitria Riyadi; Elly Rosmaini

The development of modern times is marked by the increasing number of companies that facilitate people’s daily activities, one of which is freight forwarding service companies. This condition has led to increasingly intense competition among delivery service companies, requiring each company to implement appropriate strategies in order to maintain its existence and win the competition. One method that can be used to analyze marketing competition strategies is game theory. Game theory is a mathematical concept used to analyze decision-making in competitive situations involving two opposing parties. This study aims to analyze the competition between JNE and J&T using a game theory approach. The method employed is linear programming with the assistance of the POM QM 5.0 application to determine the optimal strategies for each company. The results show that the optimal game value obtained is -1.715. Under these conditions, the optimal strategy for JNE involves a mixed strategy consisting of pricing, delivery estimation, and service security strategies. Meanwhile, the optimal strategy for J&T involves a combination of delivery punctuality, service security, and online application strategies.

Graeny Andini Paseru; Delsi Mona Kombong; Kurnia Bato Kendek

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to provide a detailed overview of efforts in counseling and guidance programs that teach self-control skills to children whose gaming habits are causing problems. When children spend too much time playing online video games, it can negatively impact their mental health. Problems with emotional regulation, irritability, and lack of self-control in daily life are possible consequences. Appropriate counseling and guidance services are needed to help children develop more adaptive skills to manage their emotions. This study used extensive qualitative data and followed a case study technique. A child whose gaming addiction was causing problems for him participated in the study. Data analysis included tasks such as data reduction, data presentation, and drawing conclusions; data collection methods included documentation, interviews, and observation. Based on the findings, guidance and counseling programs can teach children self-control strategies to help them manage their emotions, reduce irritation, and become more self-aware when playing online games. Therefore, teaching children self-control skills may be a good way to help them overcome negative feelings that arise from playing online video games.

Adinda Dwi Cahyani; Ully Arta Silitonga; Risma Anita Puriani

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Digital literacy is an individual's ability to access, understand, evaluate, and use digital information and technology wisely, critically, and responsibly. This skill is crucial for students to use technology safely and avoid various risks in the digital space. The development of digital technology and the increasingly widespread use of social media have provided various conveniences in people's lives, particularly in communication and information access. However, on the other hand, these developments also pose various risks for children and adolescents, one of which is the crime of child grooming in the digital space. Child grooming is a manipulative act perpetrated by adults by building emotional closeness and trust with children for the purpose of sexual exploitation. This study aims to examine the role of digital literacy in raising students' awareness of the dangers of child grooming in the digital era. The method used in this study was a Systematic Literature Review (SLR. The results indicate that low digital literacy among students makes them more vulnerable to various forms of digital crime, including child grooming that occurs through social media and online games. Conversely, strengthening digital literacy through education in schools, the role of guidance and counseling teachers, and parental supervision can increase students' awareness of the risks of digital interactions and protect themselves from potential cybercrimes. Therefore, digital literacy is a crucial effort in preventing child grooming and protecting children in the era of information technology development.

Yudi Yulyanto; Solehudin Solehudin; Sancka Stella

Jurnal ilmu Kesehatan Umum 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

The development of digital technology has increased the popularity of online games among adolescents. Excessive intensity of online gaming may have negative effects on health, particularly sleep quality and aggressive behavior. This study aimed to determine the relationship between the intensity of online gaming and sleep quality as well as aggressive behavior among tenth-grade students at SMAN 38 South Jakarta in 2025. This research is quantitative associative method with a correlational analytic design using a cross-sectional approach. The population in the study was 145 students, with a sample of 117 respondents selected using random sampling. Data analysis was conducted using the Chi-Square test. The results showed a significant relationship between the intensity of online gaming and sleep quality with a p-value of 0.001 (p < 0.05), as well as a significant relationship between the intensity of online gaming and aggressive behavior with a p-value of 0.001 (p < 0.05). Therefore, the null hypothesis (H0) was rejected and (Ha) was accepted. In conclusion, higher intensity of online gaming is associated with poorer sleep quality and increased aggressive behavior among adolescents. It is expected that adolescents can manage and limit their online gaming time wisely to reduce its negative impact on health and behavior.

Alisya I’tiqafah; Mardhotillah Mardhotillah; Risma Anita Puriani

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid development of digital technology and its increasing number of users have led to increased use of online games among adolescents. A frequently encountered behavioral problem is aggressive behavior resulting from online gaming. The research method used was a literature review by examining various previous research articles relevant to the research topic. The sources used were scientific journals discussing aggressive behavior due to online gaming in adolescents. The collected data were then analyzed descriptively to obtain an overview of the level of tendency for aggressive behavior to emerge, which is influenced by the intensity of online gaming. The results of the study showed a significant relationship between aggressive behavior and the intensity of online gaming. Therefore, the implication is that guidance and counseling should not only focus on behavioral management but also efforts to detect early and prevent it through assessment, early screening of risky behavior, information services, psychoeducation on digital literacy, play time management, and emotional management. Collaboration between guidance counselors, teachers, and parents is crucial in integrating students' behavioral development sustainably, so that guidance and counseling services become a system that plays a role in reducing the risk of aggressive behavior due to online gaming in adolescents.

Alvin Bachtiar; Agus Prihanto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The increasing integration of internet technology in educational institutions requires structured network governance to ensure that digital resources support academic activities effectively. Unrestricted access to online platforms often leads to non-academic usage such as online gaming and social media engagement during instructional hours, which may reduce learning concentration and degrade network performance. This research develops and evaluates a network access control simulation using a MikroTik RouterBoard RB951Ui-2HnD device. The system applies firewall filtering mechanisms, hotspot-based authentication, and bandwidth allocation strategies through Simple Queue configuration. Network segmentation is implemented to differentiate teacher and student access privileges. The study adopts a Research and Development (R&D) approach to design, configure, test, and evaluate the proposed system. Testing results indicate that the firewall configuration successfully restricts access to selected online games (Mobile Legends, Clash of Clans, Roblox) and social media platforms (YouTube, TikTok, Shopee, Instagram, Telegram). Furthermore, bandwidth management demonstrates effective traffic prioritization, ensuring more stable allocation for teacher accounts in accordance with configured maximum limits. The findings confirm that structured firewall and bandwidth policies can improve network discipline, enhance performance stability, and support a controlled digital learning environment in schools.

Fahmi Kurniawan; Luthfan Jiwa Pangestu; Sri Mulyeni

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid and significant development of technology in the world has made online games a very popular form of entertainment among teenagers and students. Easy access to online games through gadgets has led to an increase in the number of teenagers playing online games. This condition has both positive and negative impacts on education, particularly on students' interest in learning. This study aims to analyze in depth the influence of online games on the lives and learning achievements of teenagers based on previous articles. We chose a literature study method for this research, and the data sources were obtained from articles relevant to the discussion. The data collection technique was carried out by reading and examining important information from the articles used. The results of the study show that online games have both positive and negative impacts on teenagers. The positive impacts can be seen in games that are educational and relevant to learning, as they can increase motivation, curiosity, and skills in teenagers. However, if played excessively and without supervision, online games tend to reduce concentration, decrease study time, and impact academic achievement, psychological well-being, and the health of adolescents. Therefore, the role of parents and teachers is crucial in controlling, guiding, and monitoring the use of online games so that adolescents can use them wisely and support the learning process wherever they are.

Suharmanto, Suharmanto

Jurnal Kesehatan Tropis Indonesia 2026 PT. LARPA JAYA PUBLISHER

Perkembangan teknologi digital telah meningkatkan penggunaan game online pada remaja, yang berpotensi menimbulkan berbagai keluhan fisik akibat penggunaan perangkat secara berlebihan. Penelitian ini bertujuan untuk mengetahui hubungan antara durasi bermain game online dengan keluhan fisik pada remaja. Penelitian menggunakan desain analitik observasional dengan pendekatan cross-sectional. Populasi dalam penelitian ini adalah remaja usia 12–18 tahun yang aktif bermain game online, dengan jumlah sampel sebanyak 315 responden yang dipilih menggunakan teknik random sampling. Data dikumpulkan melalui kuesioner terkait durasi bermain dan keluhan fisik yang dirasakan responden. Hasil penelitian menunjukkan bahwa mayoritas responden bermain game selama 1–3 jam per hari (63,5%), namun sebagian besar mengalami keluhan fisik berat (65,1%). Keluhan yang paling dominan adalah mata pedih/kering (73,0%) dan nyeri leher/pinggang (66,7%). Hasil analisis bivariat menunjukkan adanya hubungan yang signifikan antara durasi bermain game online dengan keluhan fisik (p-value < 0,001). Remaja yang bermain lebih dari 6 jam per hari memiliki risiko 6,55 kali lebih besar untuk mengalami keluhan fisik berat dibandingkan dengan yang bermain 1–3 jam per hari. Kesimpulan penelitian ini menunjukkan bahwa semakin lama durasi bermain game online, semakin tinggi risiko terjadinya keluhan fisik pada remaja. Oleh karena itu, diperlukan upaya pembatasan durasi bermain, penerapan pola penggunaan gadget yang sehat, serta edukasi dari orang tua, sekolah, dan tenaga kesehatan untuk mencegah dampak negatif terhadap kesehatan remaja

Abdul Ghofur; Deddy Wahyudi; Muhammad Hadiatur Rahman; Itaanis Tianah; Shinta Oktafiana +1 more

Jurnal Inovasi Sosial dan Pengabdian 2026 Lembaga Pengembangan Kinerja Dosen

The Muhammadiyah Orphanage in Pamekasan faces major challenges in developing life skills and digital education for its children due to limited facilities, teaching staff, and conventional learning methods. To address these issues, an edutainment-based approach and digital pedagogy intervention were implemented to enhance learning quality, motivation, and preparedness for future social and technological challenges. The activities included workshops and training on Digital Pedagogy and Edutainment learning materials, as well as simulations and role-plays using a Game-Based Learning approach, followed by evaluations and participant plan presentations. The program significantly improved the wards’ digital literacy, particularly in personal security (online safety), digital ethics (cyber ethics), gadget usage, and information management, with the average score rising from 2.84 to 4.10 on a 5-point scale, surpassing the target of 75% of participants in the “good” category. Beyond cognitive aspects, the program also boosted motivation, engagement, communication, problem-solving, and independence. Caregiver training was also provided to ensure program sustainability. It is recommended that the orphanage integrate the Game-Based Learning Digital Safety module into its non-formal curriculum, enhance caregiver capacity through advanced training, and improve IT infrastructure.

Putu Budi Utama; Ratna Artha Windari; Si Ngurah Ardhya

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2026 Pusat Riset dan Inovasi Nasional

The informal trading of Mobile Legends: Bang Bang game accounts through social networking platforms has expanded rapidly alongside the acceleration of digital technology and the growing integration of online gaming into contemporary lifestyles, particularly among younger demographics. Game accounts characterized by high competitive rankings, exclusive virtual assets, and accumulated in-game achievements have increasingly been commodified and exchanged through social media channels such as Facebook, Instagram, and TikTok, predominantly utilizing electronic payment instruments, including digital wallets. Despite its widespread practice, this form of transaction frequently generates legal complications, most notably in relation to consumer protection. Buyers are often exposed to substantial risks, including fraudulent representations, discrepancies between promised and actual account specifications, unauthorized resale, and the revocation of account access after payment completion. This study seeks to critically examine the legal framework governing the trading of Mobile Legends accounts and to assess the extent to which consumer protection mechanisms are afforded under Law Number 11 of 2008 concerning Electronic Information and Transactions and Law Number 8 of 1999 concerning Consumer Protection. Employing a normative juridical research design, this study applies statutory and conceptual approaches supported by the analysis of primary, secondary, and tertiary legal materials. The findings indicate that consumer protection within online game account transactions remains structurally insufficient, primarily due to the absence of explicit legal recognition of digital game accounts as legally protected objects. Consequently, the study underscores the necessity of adopting progressive legal interpretation and formulating specific regulatory instruments to enhance legal certainty and ensure more effective consumer protection within the evolving landscape of digital transactions.

Dwi Anjani; RA Marlien

Prosiding Seminar Nasional Ilmu Manajemen Kewirausahaan dan Bisnis 2026 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Tujuan dari penelitian ini: Mengetahui pengaruh komunitas online terhadap keputusan pembelian online. Mengetahui pengaruh promosi digital terhadap keputusan pembelian online. Penelitian ini menggunakan pendekatan kuantitatif. Pengambilan sampel yang digunakan yakni peneliti dengan sengaja menentukan sampel yang dipilih sesuai dengan jumlah komunitas di grup Facebook dan persyaratan sampel yang ditentukan. Populasi dalam penelitian ini adalah seluruh jenis kelamin berusia 18 – 30 tahun dan sampel pada penelitian ini ada 100 responden. Metode pengumpulan data yang digunakan adalah skala dengan variabel terikat Keputusan pembelian online dan variabel bebasnya yakni, komunitas online dan promosi digital. Teknik analisa data menggunakan uji analisis regresi linier berganda dengan bantuan program Statistical Package for Social Sciences (SPSS) 22.0 for Windows. Hasil penelitian menunjukan bahwa: Komunitas Online paling berpengaruh positif dan signifikan terhadap Keputusan Pembelian Online. Promosi Digital berpengaruh positif dan signifikan terhadap Keputusan Pembelian Online.

M. Julianto Al Hakim; Diah Gustiniati Maulani; Dona Raisa Monica

Referendum : Jurnal Hukum Perdata dan Pidana 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The illicit circulation of narcotics in Indonesia has undergone a fundamental evolution into cyber-enabled crime, where drug syndicates systematically exploit children as technical operators through digital media to sever the main network chain and evade legal detection. This study aims to analyze the anatomy of the modus operandi of narcotics transactions involving children in the digital realm and examine its legal implications for the process of proof and criminal liability. Utilizing an empirical juridical research method with a sociological approach conducted in the jurisdiction of the Metro Police Resort, Lampung, this research identifies a shift in modus operandi towards the "Map System" or Dead Drop Method. In this modus, the child's role is divided into three sophisticated technical stages: pre-transaction via encrypted communication, field execution (mapping & dropping) using precise GPS coordinates, and post-transaction involving digital cleaning, which creates a phenomenon of crime "gamification" where children perceive the criminal act akin to an online game mission. The legal implications of this phenomenon present serious challenges regarding the validity of electronic evidence, which is volatile due to a weak chain of custody, as well as the reconstruction of the child's mens rea, which points towards premeditated intent (dolus premeditatus) driven by high digital literacy rather than mere negligence. These conditions complicate the application of pure diversion as mandated by law; thus, this study recommends a hybrid punishment approach where law enforcement proceeds to break impunity, but sanctions focus on specific rehabilitation in the Special Guidance Institution for Children (LPKA) to reorient the children's digital skills positively.

Ayu Nita Singgi; Resilvia Mangadi; Naomi, Naomi; Mandacan, Meriyana; Ronaldo Stefanus

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study examines how the use of Quizizz as a digital learning media has great potential to enhance the learning interest of senior high school students. Quizizz provides an interactive learning experience through game-based quizzes that are engaging, easy to use, and accessible online. Features such as appealing visual design, point systems, gamification elements, and instant feedback help students become more active and motivated during the learning process. The purpose of this study is to analyze the effectiveness of using Quizizz in increasing students’ learning interest across various subjects at the senior high school level. The research methods include observation, the implementation of interactive quizzes, and the distribution of learning-interest questionnaires administered before and after using the media. The results indicate that Quizizz creates a more enjoyable, competitive, and participatory learning atmosphere, contributing significantly to the improvement of students’ learning interest. Therefore, Quizizz can be considered an effective digital learning alternative to support the teaching and learning process in senior high schools.

Ajizah Himawati; Dewi Noor Susanti

Jurnal Ilmiah Ekonomi, Akuntansi, dan Pajak 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Games that were initially enjoyed individually and offline have now evolved into online games that allow interaction, competition, and friendship with other players in real-time. Online games are now increasingly popular, one of which is Mobile Legends. This game can be downloaded through the Play Store and App Store. In April 2024, Mobile Legends ranked the most popular game by downloads on the statista.com website. The research objective was to determine the influence of event marketing, content marketing, influencers, and the social environment on the decision to purchase Mobile Legends game skins in Kebumen Regency. The method used was non-probability sampling with a purposive sampling technique aimed at 100 users. Data collection techniques used questionnaires and literature studies. The data analysis technique used multiple linear regression, which was then processed with the SPSS application version 25.0 for Windows. The results showed that event marketing had a significant effect on purchasing decisions, content marketing had a significant effect on purchasing decisions, influencers had no significant effect on purchasing decisions, the social environment had no significant effect on purchasing decisions, and event marketing, content marketing, influencers, and the social environment simultaneously had a significant effect on purchasing decisions.

Ramdani Ramdani; Irvana Arofah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The development of information technology in the era of globalization continues to accelerate. This has brought significant changes in various fields, one of which is online business, namely e-commerce. This study aims to analyze competition and provide optimal strategies for Shopee and Tokopedia in addressing their dependence on subsidies and large-scale discounts, so that both platforms can remain competitive effectively without experiencing a decline in profit margins. The research method used is a quantitative approach with a survey research method. The data used is primary data analyzed using Game Theory with Pure Strategy, Mixed Strategy, and Linear Programming. The results show that Shopee obtained optimal strategies for Price (proportion 0.3568) and Product Completeness (proportion 0.6427). Meanwhile, Tokopedia obtained optimal strategies for Promotion (proportion 0.3568) and Product Completeness (proportion 0.6427). The implication of this study is that companies can use the optimal strategies obtained to overcome their dependence on subsidies and large-scale discounts, which result in declining profit margins for both platforms.