scholarly journals Analisis perilaku siswa yang kecanduan game online mobile legend

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.

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 7 (5) ◽  
pp. 3035-3056
Author(s):  
Xiaobo Fang ◽  
Jieyu Song ◽  
Liyan Liu ◽  
Minoo Ghoreishi

Purpose-This study aims to explore the influencing factors of customer participation in co-production and the impact of co-production on consumer product evaluation and behavioral loyalty. Design/methodology/approach – An online survey was used to collect 325 valid questionnaires from consumers who reported participating in online game public testing and played many virtual cigarettes online games with more than 6-months experience. Findings – Consumers who are willing to participate in co-production often share specific characteristics, including a high desire to control, a high motivation to achieve, and professional knowledge. When Consumers concentrate on co-production, they may leave positive product evaluations of virtual cigarettes online games, and increase behaviors that demonstrate loyalty. Practical implications –Virtual cigarettes online game developers can be involved by these results when provide relevant professional information in game public testing, because they suggest that consumers who are willing to participate in co-production often share specific characteristics. Originality/value – From the viewpoints of the consumer link, product link, and situational link, this paper summarized the link variables, and analysed the key factors affecting consumers’ input into co-production.


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


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.


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


2020 ◽  
Vol 14 (1) ◽  
pp. 1
Author(s):  
Rainatha Anggreyani ◽  
Nopi Nur Khasanah ◽  
Herry Susanto

Background: Teens of online game users from year to year have increased. The impact of online games on children are depression, anxiety, and social phobia will get worse and academic achievement will decrease. In addition, the addiction to online games can lead to the emergence of aggressive behavior in adolescents. Researcher is interested to examine the correlation between online game addiction with aggressiveness behavior in adolescents in Semarang game center.Methode: The design of this study is quantitative and type of  the research used Cross sectional study. The data were collected by using questionnaires. The number of respondents is 40 people used total sampling technique. The data obtained is processed statistically by using somers'd test.Result: Based on the results obtained from 40 respondents, with the characteristics of respondents 30% aged 18 years. The results showed that 52.5% showed addiction to heavy online games, 32.5% showed a moderate online game addiction and 15% showed an addiction to light online games. A total of 17.5% showed severe aggressiveness, 77.5% showed moderate aggressiveness and 5% showed mild aggressiveness.Conclusion: There is a significant correlation between online game addiction and aggressive behavior in adolescents in Semarang game center (p = 0.042), with weak correlation (r = 0.290)


2019 ◽  
Vol 19 (3) ◽  
pp. 684
Author(s):  
Nia Fitri Yanti ◽  
Marjohan Marjohan ◽  
Rika Sarfika

The incidence of online game addiction in teenagers of Indonesia is increasing every year. This lead to the impact of teenager’s behavior. This study aims to determine online game addiction level of teenagers in SMPN 13 Padang. The design of this study uses the descriptive analyst. The sample in this study is the students of SMP N 13 Padang with the number of respondent who had online games experience is 88 teenagers by using stratified random sampling. The research instrument used is GASA (Game Addiction Scale Assessment). The results showed that the average online game addiction average score was 63,32 in intermediate level of addiction.  This means that the teenagers of SMPN 13 Padang need to be given an intervention to decrease their addiction level and prevent further negative effect for their productive life. It is suggested that mental nurses can collaborate with the school and the education office to conduct cognitive behavior therapy on an ongoing basis in an effort to prevent online game addiction.


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.


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   


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