scholarly journals HUBUNGAN INTERNET GAMING DISORDER DENGAN GANGGUAN ATENSI DAN MEMORI PADA SISWA SMP DI DAERAH PERDESAAN DI YOGYAKARTA

2021 ◽  
Vol 4 (1) ◽  
pp. 1-5
Author(s):  
Cempaka Thursina ◽  
Sri Sutarni ◽  
RA Yayi Suryo Prabandari ◽  
Retno Sutomo ◽  
Carla Raymondalexas Machira ◽  
...  

Latar belakang: Internet gaming merupakan kejadian yang merambak dan menjadi hal yang lazim di seluruh dunia. Seiring itu pula, timbul keresahan terkait internet gaming, yaitu peningkatan jumlah gamers yang teradiksi. Maka dari itu, penelitian ini dlakukan untuk mengenal internet gaming disorderi(IGD) terutama di daerah perdesaan di Yogyakarta. Modified Children Mini Mental Status Examination(MMMSEC) merupakan alat ukur yang dipakai dalam pengukuran fungsi kognitif maupun atensi pada anak-anak. Tujuan Penelitian: Untuk mengetahui hubungan antara nilai MMMSEC bagian atensi, dan memori dengan IGD pada siswa SMP di daerah perdesaan, Yogyakarta Metode Penelitian: Metode menggunakan studi potong lintang di sejumlah SMP di daerah perdesaan Bantul, Yogyakarta pada Mei-Juni 2019. Subyek penelitian kemudian dilakukan assessment terhadap kejadian IGD, dan setelah itu dilanjutkan dengan assessment. Didapatkan total 74 subyek penelitian dengan 37 subyek dengan IGD, dan 37 merupakan subyek kontrol. Hasil: Prevalensi dari siswa SMP yang terkena IGD yaitu 8.2% di daerah perdesaan di Yogyakartan,. Terdapat 74 subyek penelitian, sebanyak 64.9% laki-laki dan 35.1% perempuan. Analisis non parametrik dengan Mann-Whitney hasil MMMSEC antara IGD dan kontrol mendapatkan hasil yang bermakna di penilaian atensi (p value =0.00), dan nilai total (p value=0.029), sedangkan pada penilaian orientasi, registrasi, recall dan bahasa tidak didapatkan hasil yang bermakna. Hasil analisist terhadap perbedaan nilai MMSMEC pada jenis kelamin tidak mendapatkan hasil yang bermakna. Simpulan: Terdapat hubungan antara nilai MMSMEC pada bagian atensi, dan total dengan IGD pada siswa SMP di perdesaan Yogyakarta. Kata Kunci: Internet Gaming Disorder, IGD, MMMSEC, Atensi, Memori

Author(s):  
Vamsi Krishna Undavalli ◽  
Gobburi Sudha Rani ◽  
Jonnalagadda Ravi Kumar

Background: Internet gaming disorder (IGD) refers to the problematic use of on-line or off-line video games.  Presently the prevalence of IGD among the adolescent group was between 1.3%  to 19.9% and males reported more prevalence than females. Aims of this study was to know the prevalence and the various factors associated with the development IGD among adolescents.Methods: Settings and Design was to a cross sectional study was conducted among students of High schools for a period of 3 months from July 2018 - September 2018. Four hundred adolescent students were included in the study. English version of the DSM–5 short (9-item) dichotomous scale with cut-off point of five or more criteria was used for diagnosing the IGD.Statistical analysis used descriptive statistics were represented with frequencies and percentages. Chi-square and Fisher Exact tests were applied to find significance difference. P<0.05 was considered as statistically significant.Results: An overall prevalence estimate of IGD was 3.50% among the school children and it is higher among male students (8.8%) than female students (0.8%) and it was found statistically significant with a p value of <0.001.Conclusions: The prevalence differences between Age groups, gender, class of the student and availability of smart phone with internet facility act as an important risk factors for the occurrence of IGD among adolescents.


2020 ◽  
Vol 11 (04) ◽  
pp. 26-31
Author(s):  
Massrat Majeed ◽  

Background: Gaming is a legitimate leisure activity worldwide; however, there are emerging concerns that vast numbers of gamers are becoming addicted. In 2013, the American Psychiatric Association (APA) classifies Internet Gaming Disorder (IGD) as a condition warranting more clinical research ahead of formalising it as a mental disorder. Proposed as a behavioural addiction, Internet Gaming Disorder (IGD) shares many similarities in both physical and psychological manifestations with substance use disorder, including cerebral changes on functional magnetic resonance imaging. Among the gaming population, adolescents demonstrate far more addictive internet gaming use in terms of screen hours, craving, and negative impacts on health, which have, in isolated incidents, also caused death. Worldwide addiction to gamers among adolescents is becoming a serious concern. This study was conducted to assess the occurrence of IGD among adolescent students in a selected Higher secondary school of Kashmir. Methodology: Quantitative methodology with a cross-sectional research design study was conducted among adolescent students of a selected higher secondary school. 220 students were included in the study by non-probability convenience sampling technique. English version of IGD-20 test was used to assess the problem. Statistical analysis used descriptive statistics that were represented with frequencies and percentages. P<0.05 was considered as statistically significant. Results and Conclusion: An overall occurrence of IGD was 15.7% among adolescent students and it was higher among male students than female students, which was found statistically significant with a p value of < 0.049.


Author(s):  
Nurazah Ismail ◽  
Ahmad Izzat Tajjudin ◽  
Hafiz Jaafar ◽  
Nik Ruzyanei Nik Jaafar ◽  
Azlin Baharudin ◽  
...  

The internet has become an important medium for learning and communication during the COVID-19 pandemic, particularly for university students. Nevertheless, an increase in internet usage could predispose people to internet addiction (IA) and internet gaming (IG). Equally, there is concern that anxiety levels have increased during the pandemic. The aim of this study is to determine the prevalence of IA and IG, and their associations with anxiety among medical students during the pandemic. Data were collected during the second wave of the “Conditional Movement Control Order” (CMCO) in Malaysia between 12 November and 10 December 2020. A total of 237 students participated through proportionate stratified random sampling in this cross-sectional study. They completed a set of online questionnaires which consisted of a sociodemographic profile, the Malay version of the internet addiction test (MVIAT), the Malay version of the internet gaming disorder-short form (IGDS9-SF) and the Malay version of the depression, anxiety and stress scale (DASS-21). The prevalence of IA and internet gaming disorder (IGD) were 83.5% and 2.5%, respectively. A multiple logistic regression showed that those in pre-clinical years had a greater risk of anxiety than those in clinical years [(AOR) = 2.49, p-value 0.01, 95% CI = 1.22–5.07]. In contrast, those who scored high on IA were protected against anxiety [AOR = 0.100, p-value 0.03, 95% CI = 0.01–0.76)]. In conclusion, IA was highly prevalent during the COVID-19 pandemic and its high usage might serve as a protective factor against anxiety among the medical students in this study sample.


2018 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes

Author(s):  
Sonja Kewitz ◽  
Eva Vonderlin ◽  
Lutz Wartberg ◽  
Katajun Lindenberg

Internet Gaming Disorder (IGD) has been included in the DSM-5 as a diagnosis for further study, and Gaming Disorder as a new diagnosis in the ICD-11. Nonetheless, little is known about the clinical prevalence of IGD in children and adolescents. Additionally, it is unclear if patients with IGD are already identified in routine psychotherapy, using the ICD-10 diagnosis F 63.8 (recommended classification of IGD in ICD-10). This study investigated N = 358 children and adolescents (self and parental rating) of an outpatient psychotherapy centre in Germany using the Video Game Dependency Scale. According to self-report 4.0% of the 11- to 17-year-old patients met criteria for a tentative IGD diagnosis and 14.0% according to the parental report. Of the 5- to 10-year-old patients, 4.1% were diagnosed with tentative IGD according to parental report. Patients meeting IGD criteria were most frequently diagnosed with hyperkinetic disorders, followed by anxiety disorders, F 63.8, conduct disorders, mood disorders and obsessive-compulsive disorders (descending order) as primary clinical diagnoses. Consequently, this study indicates that a significant amount of the clinical population presents IGD. Meaning, appropriate diagnostics should be included in routine psychological diagnostics in order to avoid “hidden” cases of IGD in the future.


2021 ◽  
Author(s):  
Wei‐ran Zhou ◽  
Yi‐ming Wang ◽  
Min Wang ◽  
Zi‐liang Wang ◽  
Hui Zheng ◽  
...  

2021 ◽  
pp. 1-6
Author(s):  
Perihan Turhan Gürbüz ◽  
Özge Gizli Çoban ◽  
Ali Erdoğan ◽  
Hilal Yazici Kopuz ◽  
Aslı Sürer Adanir ◽  
...  

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