game addiction
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2022 ◽  
Vol 8 (1) ◽  
pp. 61-67
Author(s):  
Arif ÖNDER ◽  
Özge GİZLİ ÇOBAN ◽  
Aslı SÜRER ADANIR ◽  
Öznur BİLAÇ ◽  
Canem KAVURMA

2021 ◽  
Author(s):  
Kubra Kendal ◽  
◽  
Amine Atac ◽  
Ilkay Tugce Kose ◽  
◽  
...  

Author(s):  
Diki Irwandi ◽  
Ruhban Masykur ◽  
Suherman Suherman

The purpose of the study was to determine the correlation between the level of online game addiction and student achievement in the Mathematics Education Study Program, UIN Raden Intan Lampung. The method in this research was quantitative with the type of correlation research. The data collection technique used a questionnaire and tested it to see the validity and reliability. The data analysis technique in this study used the normality test using the Kolmogorov Smirnov method and the linearity test using SPSS software version 24.0, and hypothesis testing using a correlation test with a significant level of 0.05 or 5%. The study results were that of the 30 questionnaires tested, 25 questions were feasible to use. The reliability test has a value of rcount > rtable. The normality test got a significant value of 0.065 and 0.066 on online game addiction and learning achievement. So it can be said that there is a significant correlation between student achievement and online game addiction, and the value is 0.307, which means correlation


2021 ◽  
Vol 4 (4) ◽  
Author(s):  
Burçak KESKİN ◽  
◽  
Burcu GÜVENDİ ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
...  

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


2021 ◽  
Vol 10 (2) ◽  
pp. 222-227
Author(s):  
Nur Hidaayah ◽  
Esti Yunitasari ◽  
Hanik Endang Nihayati ◽  
Imamatul Faizah ◽  
Hilliyatul Aulia Makhsusoh ◽  
...  

Background: Factors that trigger stress in adolescents are academic, interpersonal, and family stress. The teenager will feel happy just by playing various game online applications contained in smartphones, but the problems that were previously faced were not resolved.  Objectives: This study aimed to determine the relationship between stress levels and online game addiction in adolescents at Hidayatul Ummah High School Surabaya. Methods: This study used an observational approach with a cross-sectional method. The population in this study were all students of classes X, XI, and XII, totaling 80 students. The sample size is 80 students with the Simple Random Sampling method. Data analysis using Spearman Rank test. The variables in this study are stress levels and online game addiction. The instrument used to measure stress level is a Perceived Stress Score (PSS) and Measurement of game addiction using the Indonesian Online Game Addiction Questionnaire. Results: The results of data analysis using the Spearman Rank test with the results = 0.002 which means there is a significant relationship between stress levels and online game addiction in adolescents at Hidayatul Ummah High School Surabaya. The results in this study were the students of grades X, XI, and XII at Hidayatul Ummah High School Surabaya experienced a moderate level of stress with online game addiction in the category of severe addiction. Conclusion: The level of stress with online game addiction carried out at Hidayatul Ummah High School Surabaya mostly experienced moderate stress levels and heavy category addiction to online games.


PSIKODIMENSIA ◽  
2021 ◽  
Vol 20 (2) ◽  
pp. 243-250
Author(s):  
Dian Lintang Beauty Permatasari ◽  
Lina Natalya ◽  
Ide Bagus Siaputra

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