scholarly journals Certainty Factor for Online Game Addiction Scale Diagnosis — A Case Study of Informatics Student, University of Khairun

2021 ◽  
Vol 328 ◽  
pp. 03002
Author(s):  
I Junaidi ◽  
A Mubarak ◽  
S Kapita ◽  
R Rosihan ◽  
HK Siradjuddin

Online game addiction is the behavior of someone who wants to always play online games that lasts a long time and allows the individual concerned to not be able to control it so that it can have a negative impact that can have a negative impact on health and mental if too frequently play it. The aim of this study is to diagnose the online game addiction scale to students using the certainty factor algorithm. The level of online game addiction will be divided into three levels, namely: mild, moderate and severe addiction diagnoses. The calculation process starts from determining the weight value of each symptom and then determining the weight value of the user then calculating the weight value of each symptom with the user’s weight value using the certainty factor method so as to produce how large the percentage level of online game addiction. The results showed that from a number of processed data the diagnostic results were obtained 13% of students with mild addiction, 37% of students with moderate addiction, 50% of students with severe addiction.

Guidance ◽  
2020 ◽  
Vol 17 (02) ◽  
pp. 9-20
Author(s):  
Sofyan Abdi ◽  
Yeni Karneli

This study aims   to describe the application of individual counseling services to counselees who are addicted to online games. The object of this study is a 19-year-old man who lives in the Bekasi area. This problem is researched using a qualitative approach with the type of case study research. The data were collected through interviews, observation and documentation. The data collected is descriptive qualitative using an interactive analysis model. The results of the research are presented through the dynamics of BMB3 in individual counseling services carried out in several stages, including: (1) Delivery; (2) Scoping; (3) Interpretation; (4) Development; (5) Assessment. The application of individual counseling is directed towards structured positive behavior that is seen through the process of thinking, acting, acting and being responsible for oneself. The results of this study indicate that individual counseling with the concept of BMB3 is effective for the problem of online game addiction.


2021 ◽  
Vol 17 (1) ◽  
pp. 21-38
Author(s):  
Iqbal Bafadal

This research is motivated by the author's attention to online game addiction in adolescents. The focus studied in this study is how the Islamic parenting method in tackling teenagers who are addicted to online games. This study uses a qualitative approach through data collection with an interview, observation, and documentation techniques. The results of this study show that teenagers need a long time to play online games starting from 3 hours to 18 hours every day so that it can interfere with other activities, weak parenting from parents provides opportunities for children to play online games as widely as possible. The breadth, as well as the Islamic parenting method that is carried out and given maximally by parents, can suppress addiction and dependence on online games through exemplary methods, habituation, advice, attention, and punishment.


KOMTEKINFO ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 102-109
Author(s):  
Robino Indan ◽  
Harri Kurniawan

Online games at this time are not just free time fillers but have entered the category of necessity, along with technological developments and easy access to the internet making online games an entertainment that must be owned by students, teenagers, and even parents. The thinking of most people online games has a negative impact, online game addiction can make someone antipathy to the real environment, but behind the negative impact, there are several positive impacts generated by online games, namely players will get fast and creative ways of thinking that can be obtained. from strategy games, not only that players can also learn teamwork from gameplay. Online game players can take advantage of this hobby to open business opportunities such as YouTube, buying and selling assets in online game characters, to making their own online games. The sample collection technique in this study used a correlational method, the number of samples studied was 45 people consisting of 82% male and 18% female with the age of 40% under 20 years and 60% over 20 years. By analyzing the data using the Servqual method, the results of online games can increase creative thinking which has an impact on creativity in entrepreneurship.


2018 ◽  
Vol 2 (1) ◽  
pp. 34-38
Author(s):  
Muhammad Guntur Aji Purnama ◽  
Oktavia Trian Azizah ◽  
Syam Ja’faros Asshadiq

Teenagers give a change that is influenced from various activities conducted outside the family environment that is playing. The development of information technology has progressed very rapidly, as one form of technological development that is the internet. In line with the rapid development of Internet technology is also triggered the development of new game technology that uses the internet, known as online games, and the online game market share at most is the age of adolescence because of the difficult age in controlling themselves or still unstable in doing something. This is why teenagers are addicted to playing online games. There are factors that affect a person's online game addiction that is internal factors and external factors. Internal factors refer to the state of one's self, while external factors refer to around a person. The case of online game addiction gives a good positive and negative impact. The positive impacts include the addition of new friends, proficient in English, increased concentration and high imagination in making strategies, while the negative impact caused is the lack of socialization relationship to the environment, being indifferent, the concern for the surrounding becomes decreased, concentration decreased, and so forth. To handle someone not to be addicted to playing online games, it is necessary to take preventive measures such as fostering strong intentions to stop playing games, changing gaming activities with more useful activities, reducing time for playing games, reducing time hanging out with fellow gamers, and more etc.


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.


2019 ◽  
Vol 35 (3) ◽  
pp. 444-452
Author(s):  
Seyhan Bekir ◽  
Eyüp Çelik

En este estudio, el objetivo fue examinar el nivel de adicción a los juegos en línea entre los estudiantes de secundaria en términos de necesidades psicológicas básicas y búsqueda de sensaciones. El grupo de estudio consistió en 214 estudiantes de secundaria, 150 de los cuales eran hombres y 64 mujeres. Los datos del estudio se recolectaron utilizando la Escala de Adicción a los Juegos en Línea, la Escala de Necesidades Psicológicas Básicas y la Escala de Búsqueda de Sensaciones. La variable dependiente de la investigación es la adicción a los juegos en línea, mientras que las variables independientes son la búsqueda de emoción, las necesidades psicológicas básicas, el género, el tipo de juego en línea que el individuo aprende en línea y el tipo de juego en línea. El análisis de regresión múltiple se utilizó para determinar si las variables independientes predijeron la variable dependiente. De acuerdo con el resultado del análisis de correlación, se ha encontrado que existe una relación positiva y significativa entre la adicción al juego en línea y la búsqueda de sensaciones y las necesidades psicológicas básicas. In this study, it was aimed to examine the level of online game addiction among high school students in terms of basic psychological needs, sensation seeking and some variables. The study group of the study consisted of 214 high school students, 150 of whom were male and 64 female. Data from the study were collected using the Online Game Addiction Scale, the Basic Psychological Needs Scale, and the Sensation Seeking Scale. The dependent variable of the research is the online game addiction, while the independent variables are the search for excitement, basic psychological needs, gender, the type of online game the individual learns online and the type of online game played. Multiple regression analysis was used to determine whether the independent variables predicted the dependent variable. In addition, it was determined by independent sample t test whether the level of online gaming addiction differed according to sex, and at the same time whether the individual was different according to the type of online game or not was also examined by one way variance analysis. According to the result of correlation analysis, it has been found that there is a positive and significant relationship between online gaming addiction and the sensation seeking and basic psychological needs. Besides, it was also determined that the level of online game addiction differ statistically significantly depending on the variables such as gender, from whom the game was learned and the type of online game.


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.


2015 ◽  
Vol 22 (5) ◽  
pp. 920-944 ◽  
Author(s):  
Marcos Ronaldo Albertin ◽  
Heraclito Lopes Jaguaribe Pontes ◽  
Enio Rabelo Frota ◽  
Matheus Barros Assunção

Purpose – The purpose of this paper is to describe and propose a new way to do benchmarking. It describes an explanatory case study whereby data are collected through an internet benchmarking system with multi-criteria performance. Design/methodology/approach – The research methodology was to conduct a literature review on international journals about evolution, typology and trends of benchmarking. Through a third year case study of Internet Benchmarking and Monitoring System of Productive Arrangements System the authors describe and propose a flexible benchmarking model. Findings – The paper provides empirical insights about a new model of flexible benchmarking taking into account different demands, whereby partners’ data are collected and processed according to their needs. Research limitations/implications – For monitoring and trending analysis more data and time is needed. These three-year applications show that it takes a long time to build a database that can be meaningful for benchmarking and monitoring purposes management. It also requires management maturity, performance system and finally procedures to invite companies to collect and input online data. Practical implications – The paper describes a flexible benchmarking, detailing its features in the form of a case study. The gap analysis shows the individual and collective gaps and requirements. Examples of practical use and reports generated “online” are presented. Originality/value – The paper presents a new potential for the use of benchmarking tools. It is expected to contribute to the academic area, describing ways to achieve greater potential in the use of benchmarking tools, proposing a new way to do benchmarking.


2021 ◽  
Vol 2123 (1) ◽  
pp. 012005
Author(s):  
Syafruddin Side ◽  
Abdul Saman ◽  
Nur Rezky Ramadhan ◽  
Sahlan Sidjara

Abstract This study aims to determine the accuracy of Runge kutta order-4 (RK-4) and order-5 (RK-4) as a solution to the SEIRS numerical model for online game addiction in mathematics students at Universitas Negeri Makassar. The model used in online game addiction is the Suspected-Exposed-Infected-Recovered-Suspected (SEIRS). This is a quantitative research with secondary data obtained from a closed questionnaire where students were given several answer choices. It starts by examining the SEIRS model of online game addiction, before determining general solutions using the RK-4 and RK-5 techniques. The model is then analyzed and simulated using RK-4 and RK-5 techniques, which are compared to determine the most accurate one. The results show that the SEIRS simulation model is accurate for predicting the number of online game addictions. Furthermore, the Runge-Kutta technique can be used to observe the trend of increasing cases of online games among students. The numerical simulation showed that the RK-4 technique is more accurate than the RK-5 when the population is larger. The simulation results of the SEIRS model using MAPLE provided an estimated increase in online game addiction that can be used by students and their parents to limit the number of permits associated with launching online games.


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.


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