scholarly journals THE RELATIONSHIP OF URBAN ADOLESCENT STRESSORS TO THE ONLINE ADDICTION OF GAME ON JUNIOR HIGH SCHOOL

2020 ◽  
Vol 1 (1) ◽  
pp. 13-16
Author(s):  
Friendy Ahmidar ◽  
Alifiati Fitrikasari

Background: The presence of online games has brought great impact on personal development and adolescent adaptation. Urban adolescents are more vulnerable to the complexity and stress. Chronic exposure to social and environmental stress must be related to psychological pressure which can lead adolescent becoming online game addicts. The aim of this study was to determine the correlation between urban adolescent stress and online games addiction.Methods: This is an observational study with a crosssectional study design. Urban adolescent stress was measured using Urban Hassles Index whereas online game addiction was measured using Indonesia Online Game Addiction Questionnaire. This study used chi square as the statistic test.Results: This study included 280 students as research subjects, 112 subjects (40.0%) were online game addicts. Urban adolescent stress has a significant correlation with online games addiction (p = 0.019).Conclusion: There is a correlation between urban adolescent stress and online game addictions.

2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Nindar Oktavian ◽  
Saiful Nurhidayat ◽  
Ririn Nasriati

Abstract Background: As the rapid development of Internet technology, online games are also experiencing development. Online Game presents a more varied challenge compared to offline games, this makes the players feel at home and play long enough. Online game is seductive which means it can cause addiction, Addictive online game is marked by how far someone play excessive game so that can interfere its life everyday.Method: Design of research using Cross Sectional with a population of 78, a sample of 45 respondents using purposive sampling technique. Data collection using questionnaires with data processing using Chi Square test.Result: From the result of research from total 45 respondent 24 (53,3%) respondent playing game excessively, and 21 (47,7%) not excessive. And 24 (53.3%) respondents experienced addiction. Statistical analysis showed significant result with p-value 0,002 <0,05. Then H1 accepted which means there is influence between the duration of playing online games towards online game addiction.Conclusion: Playing games with a long duration is one of the factors causing online game addiction among teenagers. So there needs to be self-control of online game play behavior.Keywords:Game Online, Addiction, Teenagers Abstrak Latar Belakang: Seiring pesatnya perkembangan teknologi internet, game online juga mengalami perkembangan. Game online. Game Online menyajikan tantangan yang lebih bervariasi dibandingkan dengan game offline, hal ini membuat para pemain betah dan bermain cukup lama. Game online bersifat seduktif yang berarti dapat menyebabkan kecanduan, Kecanduan game online ditandai oleh sejauhmana seseorang bermain game secara berlebihan sehingga dapat mengganggu kehidupannya sehari-hari.Metode:Desain penelitian menggunakan Cross Sectional dengan jumlah populasi 78, sampel 45 responden dengan menggunakan teknik purposive sampling. Pengumpulan data menggunakan kuesioner dengan pengolahan data menggunakan uji chi square.           Hasil: Dari hasil penelitian didapatkan dari total 45 responden 24 (53,3%) responden bermain game secara berlebihan, dan 21 (47,7%) tidak berlebihan. Dan 24 (53,3%) responden mengalami adiksi. Analisis statistika menunjukkan hasil yang signifikan dengan p-value 0,002 < 0,05. Maka H1 diterima yang artinya ada pengaruh antara durasi bermain game online terhadap adiksi game online.Kesimpulan: Bermain game dengan durasi waktu yang cukup lama menjadi salah satu faktor penyebab adiksi game online di kalangan remaja. Sehingga perlu adanya kontrol diri terhadap perilaku bermain game online.Kata kunci: Game Online, Adiksi, Remaja


Author(s):  
Muhammad Zainal Mustamiin

 Abstrak: Masalah penelitian ini adalah sikap kecanduan game online yang tinggi, untuk mencegah dan mengurangi kecanduang game online mobile legend, maka siswa kelas VIII di SMP Negeri 10 Mataram perlu diberikan arahan melalui konseling individu. Rumusan masalah dalam penelitian ini adalah: Apakah Ada Pengaruh Konseling Individu Terhadap Sikap Kecanduan Game Online Mobile Legend Di SMP Negeri 10 Mataram Tahun Pelajaran 2018/2019? Sedangkan tujuan penelitian ini adalah untuk mengetahui Pengaruh Konseling Individu Terhadap Kecanduan Game Online Mobile Legend Pada Siswa Kelas VIII Di SMP Negeri 10 Mataram Tahun Pelajaran 2018/2019. Teknik pengumpulan data dalam penelitian ini menggunakan metode angket sebagai metode pokok dan observasi, dokumentasi, dan wawancara sebagai metode pelengkap. Populasi dalam penelitian ini adalah siswa kelas VIII di SMP Negeri 10 Mataram yang berjumlah 93 orang dengan sample berjumlah 7 siswa dari hasil angket yang telah disebarkan dan dihitung dari populasi. Dari hasil penelitian diperoleh Chi Kuadrat sebesar 0,0165 dengan taraf signifikansi ɑ = 0,05 yaitu 5% pada df (7-1) x (2-1) = 6 sebesar 1,943. Ini artinya Chi Kuadrat lebih kecil dari t-tabel (0,0165>1,943). Yaitu Hipotesis Ho yang diuji diterima dan Hipotesis Ha ditolak. Dengan demikian dapat disimpulkan bahwa: Tidak  Ada Pengaruh  Konseling  Individu  Terhadap Sikap   Kecanduan   Game   Online  Pada  Siswa  Kelas  VIII  Di  SMP  Negeri 10  Mataram Tahun Pelajaran 2018/2019. Artinya hasil penelitian ini “Tidak signifikan”. Kata Kunci : Konseling Individu, Kecanduan Game Online  Abstract: he problem is that this research is an attitude of high online game addiction, to prevent and reduce the disadventages of online mobile legend games, so grade VIII students at Mataram State Middle School  need to be given direction through individual counseling. The formulation of the problem in this study is: Is There and Effect of Individual Counseling on the Attitude of Addiction to Mobile Legend Online Game in Mataram State Middle School 10 2018/2019. Data collection techniques in this study used the questionnaire method as the main methods. The population in this people with a sample of 7 students from questionaires that had been distributed and calculated from the population. From the result of the study obtained Chi Squared of 0.0165 with a significance level of ɑ = 0.05 which is 5% in df (7-1) x (2-1) = 6 of 1.943.This means that Chi Square is Greater that t-table (0.0165> 1.943) Namely the hypothesis that was tested was accepted and the Hypothesis Ha was rejected. Thus it can be concluded that: There is no Effect of Individual Counseling on the Attitude of Online Game Addiction to Class VIII Students in Mataram State Junior High School 10 in Academic Year 2018/2019, Meaning that the results of this study are “Not Significant”. Keyswords: Individual Coundeling, Online Game Addiction   


2021 ◽  
Vol 2123 (1) ◽  
pp. 012004
Author(s):  
S Side ◽  
A Saman ◽  
M I Pratama ◽  
N R Ramadhan ◽  
W Sanusi

Abstract The purpose of this study was to obtain a numerical solution to the Suspected-Exposed-Infected-Recovered (SEIR) model for the problem of online game addiction in Junior High School 3 Makassar students. The SEIR model is built based on assumptions, then performs an analysis to determine the stability of the model and simulation to get a prediction of the number of students online games addiction. This research is an applied research, the method used to obtain the numerical solution of the SEIR model is the Homotopy Perturbation Method and uses secondary data. The results of this study are the numerical solution of the SEIR model of online game addiction with the homotopy perturbation method in Junior High School 3 Makassar students, the solution obtained shown that the number of students who are online games addiction can be suppressed by increasing parental supervision and also providing guidance and counseling. The results of the analysis shown that online game addiction as a result of online learning has increased, but can be suppressed with supervision from students’ parents.


Author(s):  
Irmayani Irmayani ◽  
Muhammad Anas

Research objectives 1) determine the symptoms of students addicted to the online game Mobile Legend. 2) find out the factors that influence students addicted to the Mobile Legend online game. 3) find out the impact of Mobile Legend online game addiction on students. 4) the role of self-management techniques to reduce addiction to the Mobile Legend online game. This research is qualitative with a type of case study research. The research subjects are 2 students who are addicted to the legendary online mobile game. The research instruments used were interviews, observation and documentation. Research results: 1) Symptoms of students who are addicted to online games: a) cognitive salience b) behavioral salience c) euphoria d) external conflict e) internal conflict f) tolerance g) withdrawal symptoms. h) relapse and reinstatement 2) Factors affecting students addicted to online games are: a) reward, feedback on games b) reduce boredom towards real life c) eliminate the loneliness streotype d) social inability for players who are addicted e) low self esteem and self efficacy f) virtual environments. 3) The impact on students' learning achievements addicted to online games namely; lazy to do the task, low report card grades, feeling weak and lacking enthusiasm when I wake up in the morning, and his emotions are not stable, enthusiasm for learning is low. 4) Tutor teacher's efforts to overcome online game addiction on two students namely: a) Using an individual counseling approach, b) Conducting home visits.


2021 ◽  
Vol 15 (1) ◽  
pp. 81-88
Author(s):  
Octa Reni Setiawati ◽  
Sulis Setyowati

Online game addiction and academic stress among junior high school studentsBackground: Online games are currently rife in society, enthusiasts ranging from children to adults. Online games have a tendency to make players interested in lingering in front of the computer to forget about study time, meal time, sleep time, and contact the environment in the actual world because they spend more time in cyberspace. Game addiction is as if the player has nothing to do but play the game, and as if the game is his life. Students will find it difficult to manage time and meet academic demands during their schooling. This raises academic stress, which is defined as a condition or condition of individuals who experience pressure because of students' perceptions and assessments of academic stressors. This is due to the many academic demands that must be faced, for example, exams, and assignments.Purpose: To determine the relationship between online game addiction and academic stress among junior high school students.Method: A quantitative study with correlational design. The sample of 500 students (junior high school students) in Bandar Lampung as respondent and taken by accidental sampling. The questionnaire data collection is using Google Form (G Form). The analysis by Spearman test and bivariate.Results: Finding a significant relationship between game addiction and academic stress with a correlation coefficient of 0.174, so this value that means a weak relationship between online game addiction and academic stress. The correlation coefficient was positive so that the relationship between the two variables is unidirectional, thus it means that the higher the level of online game addiction, the academic stress level will also get worse.Keywords: Addiction; Online game; Academic stress; Junior high school studentsPendahuluan: Game online saat ini marak di masyarakat, peminatnya mulai dari anak kecil sampai orang dewasa. Game online memiliki kecenderungan membuat pemainnya tertarik berlama-lama di depan komputer hingga melupakan waktu belajar, waktu makan, waktu tidur, dan melakukan hubungan dengan lingkungan di dunia nyata karena mereka lebih banyak menghabiskan waktunya di dunia maya. Kecanduan game adalah pemain seakan-akan tidak ada hal yang ingin dikerjakan selain bermain game, dan seolah-olah game tersebut adalah hidupnya. Siswa akan kesulitan mengatur waktu dan memenuhi tuntutan akademik selama mereka sekolah. Hal tersebut menimbulkan stres akademik yang diartikan sebagai suatu kondisi atau keadaaan individu yang mengalami tekanan sebagai hasil persepsi dan penilaian siswa tentang stressor akademik. Hal tersebut dikarenakan banyaknya tuntutan akademik yang harus  dihadapi, misalnya ujian, tugas-tugas dan lain sebagainya.Tujuan: Untuk mengetahui hubungan kecanduan game online dengan stres akademik siswa SMP.Metode: Penelitian kuantitatif dengan desain korelasional. Penelitian ini menggunakan sampel 500 responden siswa Sekolah Menengah Pertama (SMP). Dianalisis dengan menggunakan Uji Spearmen.Hasil: Diketahui bahwa terdapat hubungan signifikan antara kecanduan game dengan stres akademik dengan Koefisien korelasi sebesar 0,174, maka nilai ini menandakan hubungan yang lemah antara kecanduan game online dengan stres akademik. Angka koefisien korelasi bernilai positif sehingga hubungan kedua variabel tersebut bersifat searah, dengan demikian dapat diartikan bahwa semakin tinggi tingkat kecanduan game online maka tingkat stress akademik juga semakin parah.


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Juwi Rayfana Tiwa ◽  
O.I Palandeng ◽  
Jeavery Bawotong

Abstrack : Teenagers are ages who learn to try, both emotionally, spiritually, and socially andusually teenagers start looking for identity and associating with their environment. The role ofparents is very important to guide and educate children. Teenagers are very interested in onlinegames, if left unattended by parents, they will become addicted. Game addiction is a game thatcan give gamers a feeling of happiness to have a tendency to keep playing and ignore reality.The purpose of this study was to find out the relationship of parenting parents with online gameaddiction in adolescents in the Olives of Manado Senior High School. The research methoduses cross sectional. The respondents consisted of 60 teenagers with a total sampling technique.Data collection uses parenting and online game addiction questionnaires. The Chi-square testresults obtained were smaller than the significant values (α = 0.05) in parenting parents withonline game addiction (ρ = 0.021). The conclusion of the research shows that there is acorrelation between parenting parents and online game addictions.Keywords: Parenting Parents, Addicted To Online Games, TeenagersAbstrak : Remaja adalah usia yang belajar mencoba, baik secara emosi, spiritual, maupunsosial dan biasanya usia remaja mulai mencari jati diri dan bergaul dengan lingkunganya. Peranorang tua sangatlah penting untuk membimbing dan mendidik anak. Remaja sangat tertarikdengan game online, jika di biarkan tanpa pengawasan orang tua, akan berdapak menjadikecanduan. Kecanduan game adalah permainan game yang dapat memberikan perasaan bahagiaterhadap gamer untuk memiliki kecenderungan terus bermain dan mengabaikan realitas.Tujuan penelitian ini adalah mengetahui hubungan pola asuh orang tua denga kecanduan gameonline pada anak usia remaja di SMA Kristen Zaitun Manado. Metode Penelitianmenggunakan cross sectional. Responden terdiri dari 60 remaja dengan teknik pengambilantotal sampel. Pengumpulan data menggunakan kuesioner pola asuh dan kecanduan game online.Hasil Uji Chi-square yang di dapatkan lebih kecil dari nilai signifikan (α=0,05) pada pola asuhorang tua dengan kecanduan game online (ρ=0,021). Kesimpulan hasil penelitianmenunjukkan terdapat ada hubungan antara pola asuh orang tua dengan kecanduan gameonline.Kata kunci : Pola Asuh Orang Tua, Kecanduan Game Online, Remaja


2020 ◽  
Vol 16 (1) ◽  
pp. 65
Author(s):  
Rahmi Kurniawati ◽  
Harmaini Harmaini

Empathy is a person's ability to recognize and understand the emotions, thoughts and attitudes of others. One of the things that affect one's empathy is addiction to online games. This study aims to determine whether the level of online gaming addiction will reduce empathy in students. The research subjects were 120 students of the Faculty of Science and Technology of UIN Suska Riau, obtained using purposive sampling. The instrument in this study is the online game addiction scale which is a modification of the Chen and Chang scale and the result of the adaptation and modification of the empathy scale of the Davis scale. Pearson correlation analysis results obtained there is a negative relationship between online game addiction with empathy for students means that the higher the duration of a person's time playing online games, the less the level of one's empathy. Keywords: Empathy, Addiction to online games


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2015 ◽  
Vol 32 (21) ◽  
pp. 3205-3225 ◽  
Author(s):  
Jae Yop Kim ◽  
Jeen Suk Lee ◽  
Sehun Oh

Drawing on the cognitive information–processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents’ OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed.


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Amelia Andrita Alika Rondo ◽  
Herlina I. S. Wungouw ◽  
Franly Onibala

that is of particular concern at this time is aggressive behavior and has become a universalproblem, and lately it tends to increase, one of the causes is the influence from theenvironment such as Online Game addiction. The purpose of this study is to knowrelationship between Online Game Addiction and Aggressive Behavior in students at SMANegeri 2 Ratahan. The method of this study uses cross sectional study design. The sampleof this study amounted to 78 students with total sampling method. The Results of thisstudy, out of 78 nurses most of them were had uncontrolled onlie game addiction (76.9%)and aggressive behavior (57.7%) by using the chi-square test at significance level of 95%,it was found that p-value was 0.035 smaller than significant value of 0.05. In conclusionof this study, there is a relationship between Online Game Addiction and AggressiveBehavior in students at SMA Negeri 2 Ratahan.Keywords: Online Game Addiction, Aggressive Behavior, Students.Abstrak : Perilaku anak selalu menjadi topik yang hangat untuk diperbincangkan. Salahsatu perilaku anak yang menjadi perhatian khusus saat ini adalah perilaku agresif dansudah menjadi masalah yang universal, dan akhir-akhir ini cenderung semakin meningkatsalah satu penyebabnya ialah pengaruh dari unsur lingkungan seperti kecanduan GameOnline.Tujuan studi ini untuk mengetahui hubungan antara Kecanduan Game Onlinedengan Perilaku Agresif pada siswa di SMA N 2 Ratahan. Metode studi ini menggunakandesain penelitian cross-sectional. Sampel studi ini berjumlah 78 siswa dengan metodepengambilan sampel Total Sampling. Hasil dari penelitian ini, didapatkan dari 78 Siswayang diteliti sebagian besar memiliki kecanduan game onlie yang tidak terkontrol (76,9%)dan berperilaku agresif (57,7%), dengan menggunakan uji chi-square pada tingkatkemaknaan 95%, didapat bahwa nilai p-value adalah 0,035 lebih kecil dari nilai signfikan0,05. Kesimpulan dari penelitian ini bahwa terdapat hubungan antara Kecanduan GameOnline Perilaku Agresif pada siswa di SMA N 2 Ratahan.Kata Kunci : Kecanduan Game Online, Perilaku Agresif, Siswa


Sign in / Sign up

Export Citation Format

Share Document