scholarly journals Intensity Of Violent Behavior In Adolescents Addicted To Violent Online Games In Yogyakarta Indonesia

2021 ◽  
Vol 9 (1) ◽  
pp. 64
Author(s):  
Yanuar Fahrizal ◽  
Bima Yoga Pratama

The Online game is a technological product that is quite popular among adolescents. Violent characters in online games can affect the game players. Hurting the enemies in the games every day will gradually lead adolescents to think that hurting people is a fun and common thing to do. The adolescent delinquency cases in Yogyakarta occur every year, and the most frequent cases are klitih (maltreatment) and brawls. This study aims to discover the relationship between the level of addiction to violent online games and the intensity of violent behavior in adolescents. This study employed a quantitative method with a cross-sectional approach. Data were collected through Game Addiction Scale for Adolescent questionnaires by  about the adolescents’ addiction to online games and violent behavior in adolescents. The respondents of the study were 96 adolescents, recruited using the Lemeshow formula. Data were analyzed using the Spearmen rho test. Results showed that 48 adolescents (50%) were addicted to online games at a moderate level. The majority of adolescents (44.8%) had a low intensity of violent behavior. The p-value was 0.000 (<0.005). The correlation value was 0.731, indicating a strong correlation between online gaming addiction and intensity of violent behavior, and the positive value suggests a unidirectional relationship. The level of online gaming addiction in adolescents in Yogyakarta is moderate. Online gaming addiction and violent behavior have a significant relationship with a strong correlation coefficient and a unidirectional relationship. Future researchers are suggested to add research variables to discover other factors contributing to violent behavior in adolescents.

2019 ◽  
Vol 10 (1) ◽  
pp. 115
Author(s):  
Dwi Christina Rahayuningrum ◽  
Zabidah Putit ◽  
Ira Erwina

ABSTRAK Adiksi game online saat ini menjadi permasalahan global. Adiksi game online akan membuat pemainnya asik bermain game online hingga melupakan waktu dan menimbulkan hal negatif seperti melupakan kewajiban dan terganggu pola tidur. Faktor yang mempengaruhi adiksi game online motivasi dan dukungan sosial teman sebaya, motivasi yang tinggi bisa dari diri sendiri dan lingkungan akan mempengaruhi adiksi seseorang terhadap game online. Tujuan dari penelitian ini untuk mengetahui hubungan motivasi dan dukungan sosial dengan adiksi game online pada remaja. Penelitian ini merupakan penelitian dengan desain deskriptif analitik dengan pendekatan cross sectional. Sampel pada penelitian ini adalah siswa kelas 7 dan 8 SMP N 13 Padang yang bermain game online yang berjumlah 150 orang. Instrumen penelitian yang digunakan yaitu kuesioner adiksi game online (GASA), motivasi bermain game online¸ dan dukungan sosial teman sebaya (ISEL). Hasil penelitian menunjukkan 64,7% remaja yang mengalami adiksi game online, motivasi bermain game online tinggi pada remaja 66,7%, dan dukungan sosial teman sebaya yang tinggi 76,7%. Terdapat hubungan antara motivasi dengan adiksi game online dengan p value=0,000 (p<0,05), serta tidak ada hubungan dukungan sosial dengan adiksi game online dengan p value=0,450 (p<0,05). Disarankan kepada pihak sekolah untuk melakukan konseling terkait dampak game online pada guru dan meningkatkan kegiatan ekstrakulikuler juga untuk keperawatan jiwa disarankan untuk melakukan kegiatan berupa promosi dan preventif seperti melakukan konseling atau psikoedukasi pada keluarga serta anak terkait dengan dampak bermain game online. Kata Kunci       : game online, motivasi, dukungan sosial, adiksi¸ psikososial, remaja Relationships Motivation Playing Online Games And Social Support Peers With Online Game Addiction Adolescents in SMPN Padang City ABSTRACT Online game addiction is now a global problem. Online game addiction will make the players cool to play online games to forget about time and give rise to negative things like forgetting its obligations and disturbed sleep patterns. Getting addicted to online game could ense from oneself and or being motivated and supported by peers. The purpose of this study is to determine the relationship between motivation and social support with online game addiction in adolescents. This study is a descriptive with cross sectional design. The samples of this studi include 7th and 8th grade students of SMPN 13 Padang the total sample are 150. The research instrument used questionnaire online game addiction (GASA), the motivation to play online games and social support peer (ISEL). The results showed 64.7% of adolescents who experience addiction online games, play online games high motivation in adolescents 66.7%, and peer social support high 76.7%. There is a relationship between motivation and addiction online games with p value = 0,000 (p<0,05), and no social support relationships with online gaming addiction with p value = 0.450 (p<0,05). It suggested to the school counseling online game-related impacts on teachers and increase extracurricular activities also for the soul of nursing are advised to carry out promotion and preventive activities such as counseling or psycho-education in family and child related to the impact of online gaming. Keywords: online games, motivation, social support, psychosocial addiction, teen


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


2020 ◽  
Vol 8 (1) ◽  
pp. 91
Author(s):  
Andre Ratuela ◽  
Hendro Bidjuni ◽  
Sefti Rompas

Abstract: Aggressive behavior is a physical or psychological action that is intentionally carried out to hurt another child, such as hitting, pushing, fighting, humiliating, insulting, spreading false or excusing issues. Violence is one of the issues affecting the practice of early childhood education. Purpose: To determine the relationship between the habit of watching violence on television and aggressive behavior in pre-school children. Method : this study used Descriptive analytic with cross sectional study  approach. 32 respondents of pre-school children participate in this study used total sampling technique. Data collection method used 2 quationnaire about the watching violance habbits on TV and aggressive behavior at child on pre-school. Date analysis used Spermen corelation test This. The Result of this study showed p value=0,04 with α<0,05. Conclusion: there was a relationship between watching violence on television with aggressive behavior in pre-school age children in GMIM Kindergarten Musafir Kleak. Suggestion: The results of this study recommend to provide benefits for parents in efforts to prevent the occurrence of violent behavior by children. Keywords: Watching Habits, Violent Impressions, Aggressive Behavior.Abstrak : Perilaku  agresif adalah  tindakan fisik atau psikologis yang secara sengaja dilakukan untuk menyakiti anak lain, seperti memukul, mendorong, berkelahi, mempermalukan, menghina, menyebarkan isu yang tidak  benar atau  mengucilkan. Kekerasan merupakan salah satu persoalan yang berpengaruh terhadap praktik pendidikan anak usia dini. Tujuan: Untuk mengetahui hubungan kebiasaan menonton tayangan kekerasan di televisi dan perilaku agresif pada anak pra sekolah di TK GMIM Musafir Kleak. Metode Penelitian : Penelitian ini menggunakan teknik Deskriptif analitik dengan pendekatan Cross Sectional. Sampel dalam penelitian ini menggunakan 32 responden dengan teknik total sampling. Pengumpulan data menggunakan 2 kuesioner yaitu kebiasaan menonton tayangan kekerasan di TV dan perilaku agresif pada anak pra-sekolah. Penelitian ini menggunakan uji Spearmen dan Hasil dari penelitian ini menunjukkan nilai p=0,04 yang berarti bahwa nilai α<0,05. Kesimpulan: Ada hubungan yang erat antara  menonton tayangan kekerasan di televisi dengan perilaku agresif pada anak usia pra sekolah di TK GMIM Musafir Kleak. Hasil penelitian ini diharapkan dapat memberikan manfaat bagi orang tua dalam upaya pencegahan terjadinya perilaku kekerasan oleh anak.Kata Kunci: Kebiasaan Menonton, Tayangan Kekerasan, Perilaku Agresif


Psibernetika ◽  
2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Stefani Virlia ◽  
Silvia Setiadji

<p><em>Online game is a game that is loved by many people of ages ranging from children to adults. Online games can trigger addiction that can cause effects such as withdrawal, aggressiveness, problems in interpersonal relationships and can even lead to psychological disorders. This study aimed to examine the relationship between online gaming addiction and social skills in early adult game players. The method used is quantitative method and included into the type of correlational research. Respondents in this study is the online game players in the cafe Jakarta Barat, totaling 342 people. The results of this study revealed a significant correlation between addicted to online games and social skills in early adult game players with r = -0367 (p &lt;0.05). Early adult game players have become addicted to the game because it makes online games as</em><em> an escape from their problems. </em></p><p><em> </em></p><strong><em>Keywords</em></strong><em> : addicted to online game; social skill;, early adulthood</em>


2018 ◽  
Vol 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


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 1 (2) ◽  
pp. 26-28
Author(s):  
I Kadek Dwi Widhi Dharma ◽  
Ni Wayan Teza Andika ◽  
Ni Luh Anita Chandra Dewi ◽  
I.A. Pascha Paramurthi ◽  
Ida Kurniawati

Background: Online games are a form of online recreational activity that is very easy to access and can be played at any time. Playing online games for a long time can cause several disturbances, such as a neck's functional disorder. This study aimed to determine the relationship between the duration of playing online games and Neck Functional Disability among esports. Methods: This is a cross-sectional study which was conducted in November-December 2019. The sample in this study is recruited from the esport community in Denpasar-Bali, with 62 respondents. Results: The data from 62 people, the range of active esport activity duration was 12-24 months, and the duration of active playing games per day was 5-10 hours. Most respondents aged 18-21 years were 47 respondents (75.8%), and at the age of 22-25 years were 15 respondents (24.2%). More male respondents were 42 respondents (67.7%) than 20 female respondents (32.3%). Respondents in the 13-18 months category were 28 respondents (45.2%). Category 19-24 months as many as 16 respondents (28.8%), and category 6-12 months as many as 18 respondents (29.0%). There were 24 respondents in the neck disability categories (38.7%), 18 in the severe category (29.0%), and 20 in the mild category (32.3%). Conclusion: Regardless of this study's limitations, respondents who participated actively in sports for a long period was associated with neck disabilities. Respondents who actively play online games for13-18 months and 19-24 months are associated with moderate and severe neck disabilities.


2019 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Reni Fitria

<p><em>The</em><em> development of technology in this area is very rapid, various technological advances such as playing online games can be obtained easily. The long time playing online games is expected to affect the disruption of sleep patterns of male Dharmas University male dormitory students. The purpose of this study was to find out the relationship between the duration of online game games to the disturbance of sleep patterns of male students at Dharmas University in Indonesia. The method used is descriptive analytic with cross sectional research design. This research was conducted in the male dormitory of Dharmas Indonesia University with a sample of 42 students. The sampling technique is total sampling. Bivariate analysis uses the chi square test. The results of the study were 42 respondents, almost all 32 (76.2) who played online games excessively in the male dormitory of Dharmas Indonesia University. Most of them got 22 (52.4) students experiencing sleep patterns. Based on the old chi-square statistical test online game play on sleep patterns disturbances in getting the value (p value = 0.022) this study shows that there is a long relationship between online game play and sleep disorders. It is hoped that students will reduce the duration of playing online games, sleep at 9:00 p.m. / 10:00 p.m., and the board administrators will control the dorms more.</em></p><p> </p><p><strong>Keywords: </strong><em>Online games, sleep patterns</em></p>


2019 ◽  
Vol 9 (4) ◽  
pp. 413-420
Author(s):  
Amella Gusty ◽  
Dachriyanus Dachriyanus ◽  
Leni Merdawati

Kinerja perawat merupakan hasil yang dicapai dalam melaksanakan asuhan keperawatan di rumah sakit. Terciptanya asuhan keperawatan yang optimal sangat diperlukan dukungan dari pihak rumah sakit salah satunya adalah menciptakan kualitas kehidupan kerja baik bagi perawat. Penelitian ini bertujuan untuk mengetahui hubungan antara kualitas kehidupan kerja terhadap kinerja perawat pelaksana di RSUD Teluk Kuantan. Jenis penelitian kuantitatif dengan pendekatan cross sectional. Jumlah sampel 120 responden yang diperoleh melalui proportionate simple random sampling. Hasil penelitian menunjukkan kualitas kehidupan kerja perawat RSUD Teluk Kuantan berada pada kategori sedang, kinerja perawat berada pada kategori kurang baik. Berdasarkan analisis kedua variabel teridentifikasi bahwa tidak ada hubungan antara kualitas kehidupan kerja dengan kinerja perawat pelaksana dengan  p value 0,817. Dimensi work context merupakan komponen yang memiliki hubungan dengan kinerja perawat pelaksana dengan p value 0,008, dimensi work life  tidak berhubungan secara signifikan dengan kinerja perawat. Kesimpulan penelitian diketahui tidak ada hubungan antara kualitas kehidupan kerja dengan kinerja perawat pelaksana. Ada hubungan dimensi work context dengan kinerja perawat pelaksana. Tidak ada hubungan dimensi work life dengan kinerja perawat.   Kata kunci: kualitas kehidupan kerja, kinerja, perawat pelaksana   THE RELATIONSHIP BETWEEN THE QUALITY OF WORK LIFE AND THE PERFORMANCE OF IMPLEMENTERS NURSES   ABSTRACT Nurse performance is the result achieved in implementing nursing care in a hospital. The creation of optimal nursing care is very much needed support from the hospital, one of which is to create a good quality of work life for nurses. This study aims to determine the relationship between the quality of work life and the performance of nurses at the Kuantan District Hospital. This type of quantitative research with cross sectional approach. The number of samples of 120 respondents obtained through proportionate simple random sampling. The results showed that the quality of work life of nurses at the Kuantan District Hospital was in the medium category, the nurses' performance was in the unfavorable category. Based on the analysis of the two variables, it was identified that there was no relationship between the quality of work life with the performance of implementing nurses with a p value of 0.817. The work context dimension is a component that has a relationship with the performance of nurses implementing with p value 0.008, the dimension of work life does not significantly correlate with nurse performance. The conclusion of the research is that there is no relationship between the quality of work life and the performance of the implementing nurses. There is a relationship between the dimensions of the work context and the performance of the nurses. There is no relationship between the dimensions of work life and nurse performance.   Keywords: quality of work life, performance, implementers nurse


2019 ◽  
Vol 9 (2) ◽  
pp. 135-140
Author(s):  
Qurrotul Aeni ◽  
Andriyani Mustika Nurwijayanti ◽  
Muhammad Khabib Burhanuddin Iqomh

Introduction: anxiety is a condition that will be experienced by children who experience hospitalization and must get attention and management. Anxiety during hospitalization that is not properly addressed will hinder treatment and affect child development. The purpose of the study: to determine the relationship between therapeutic communication nurses and the anxiety of preschool children due to hospitalizationMethod: The study design used descriptive correlation with a cross-sectional approach. The number of samples is 31 with purposive sampling. Collecting research data using a questionnaire.Results: The results showed a majority of therapeutic communication was 61.3%, anxiety in children due to hospitalization of 100% with severe anxiety was 58.1%, there was a relationship between therapeutic communication and children's anxiety (p = 0.001). Suggestions need to be carried out further research on the factors that influence the low therapeutic communication in nurses.Discussion: The results of the statistical analysis using the Spearman's Rho test got p value 0.001 (p <0.05) the relationship between therapeutic communication and the anxiety of pre-school age children who experienced hospitalization, therapeutic communication can be used as an action to prevent anxiety due to hospitalization in pre-school age children.Suggestion: need to do further research on the factors that influence the low therapeutic communication in nurses Keywords: therapeutic communication, anxiety, hospitalization.  


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