scholarly journals The Description of Internet Game Online Addiction Among Teenagers

2021 ◽  
Vol 10 (1) ◽  
pp. 5-17
Author(s):  
Novilia Anggraeni ◽  
Hendriati Agustiani ◽  
Langgersari Elsari Novianti ◽  
Retno Hanggarani Ninin

  Online game is one of the most popular leisure activity for adolescents. Playing it excessively can lead to addiction. Once addicted, behavior problems arise and at a certain level of addiction, psychological treatment will be needed. The aim of this study is to describe online gaming addiction in terms of four levels of addiction. The participants are 41 high school students (12-14 years old) who lived in Jatinangor. They are active players in online games using mobile phones, computers, or other media. Data were collected using an open-ended questionnaire than qualitatively analysed by the way of thematic analysis. Result shows that participants mostly perceived playing online games as a pleasurable and rewarding activity (recreational level of addiction). In this level, there are negative impacts that occur when they are playing online games, but the impacts disappear when they stop playing an online game. In at-risk level, participants feeling the rewarding effects (e.g. stress release). Participants accept when their parents start complaining about their gaming behavior. In problematic use level, the gaming behavior is increasingly done alone and often dismissed parents’ concern about their gaming behavior. In fully addict level, only the amount of time for playing online games reported (8 hours per day). Keywords: addiction, game online, adolescence, online mobile gaming

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.


2020 ◽  
Vol 7 (2) ◽  
pp. 151-155
Author(s):  
Lina Dewi Anggraeni ◽  
Hany Wihardja

Online game problems being a global concern because of the risk of having a negative impact in school-age children. Game online addiction is the excessive use of computers or video games due to urges that cause social or emotional problems. This research aims to identify the relationship between online game problems and learning achievement in senior high school students in Jakarta. This research is a quantitative study with a Cross-Sectional approach. The sampling method uses a technique of purposive sampling. The number of respondents in this study was 95 senior high school students at x public school, Central of Jakarta. The result of the bivariate analysis showed that there was no significant relationship between online gaming problems and learning achievement of a high school students in Jakarta (p-value = 0.242). The implication of this research shows that online gaming problems are not the only factor that can affect the learning achievement of high school children. The other factors that are likely to influence children's learning achievement include self-motivation, family social support, and the school social environment. Recommendation for parents to supervise their children in using gadgets and the school can strengthen the rules for using gadgets in schools.


Author(s):  
Dwitiyanti Dwitiyanti ◽  
Kriana Efendi ◽  
Supandi Supandi

<p>The community services which was carried out entitled "<strong> </strong>Counseling About The Danger Of Narkotic, Psychotropics and Aditive Subtance Abuse For High School Students Mutiara 17 Augustus", aimed to increase students' knowledge and awareness of negative impact of drug abuse and to direct teenagers to channel energy in positive activities, as well as raising awareness raising and establishing self-defense against the dangers posed by drug abuse. The targets achieved were improving understanding and providing information regarding the use, dangers and impacts of drug abuse. Method of implementation of Empowerment Activities and Community Service to partners in the form of mapping of students by way of data the number of students, gender, age, hobbies, smoking/not. The counseling was done by describing psychotropic narcotic drugs and other additives, negative impacts of drug abuse, discussion and questioning, distribution of leaflets aware of drug abuse and evaluation. The result of this dedication shows the students have an increased understanding compared to before being given counseling about the drug and its harmful effects, thereby increasing students' awareness of the impact that can be generated.</p>


2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.


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


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.


2012 ◽  
Vol 11 (1) ◽  
pp. 94-102 ◽  
Author(s):  
Yvonne Klisch ◽  
Leslie M. Miller ◽  
Margaret E. Beier ◽  
Shu Wang

A multimedia game was designed to serve as a dual-purpose intervention that aligned with National Science Content Standards, while also conveying knowledge about the consequences of alcohol consumption for a secondary school audience. A tertiary goal was to positively impact adolescents' attitudes toward science through career role-play experiences within the game. In a pretest/delayed posttest design, middle and high school students, both male and female, demonstrated significant gains on measures of content knowledge and attitudes toward science. The best predictors of these outcomes were the players' ratings of the game's usability and satisfaction with the game. The outcomes suggest that game interventions can successfully teach standards-based science content, target age-appropriate health messages, and impact students' attitudes toward science.


2021 ◽  
Vol 14 ◽  
Author(s):  
Folala Telaumbanua ◽  
Hizkia Ronaldus Silalahi ◽  
Jonathan Simanjuntak ◽  
Syaluddin Rezha Siregar ◽  
Maria Isadora Simangunsong ◽  
...  

Psychosocial is commonly defined as referring to a relationship that is close in both psychological and social factors. Emotional and cognitive development, as well as social factors such as interpersonal relationships and the community in which a person lives all influence a person's psychological well-being. Psychosocial is focused on the interpersonal aspects that exist alongside psychological aspects (thoughts, emotions, and behavior) (social relations, traditions and culture). Initiated psychological encouragement (commonly referred to as DPA) is also known as PFA (PFA). Psychosocial encouragement is a type of DPA. DPA aims to reduce the detrimental effects of stress, to help individuals recover from disasters, and to assist in the process of their return to normal. A crisis situation is an ongoing (or expected) event that places people, groups, communities, or societies in an unstable and dangerous position, which then impacts those people, groups, or societies. There are both positive and negative impacts that teachers, students, and also parents have to face and deal with during a COVID-19 pandemic. Stress and pressure can arise naturally, for everyone, when someone is in an unpleasant/crisis situation. Emotional expressions, such as crying in children aged 0-3 years, or other non-adaptive behavior, such as aggressive or tantrums, are common indicators of stress in students (venting anger or excessive emotional outbursts at a certain age because there are unfulfilled wants or needs).


Sign in / Sign up

Export Citation Format

Share Document