scholarly journals HUBUNGAN TINGKAT KECANDUAN BERMAIN ONLINE GAME DENGAN TINGKAT ASTENOPIA PADA MAHASISWA FAKULTAS KEDOKTERAN UNIVERSITAS PATTIMURA AMBON

2021 ◽  
Vol 2 (2) ◽  
pp. 145-160
Author(s):  
Abdur Rahman Assagaf ◽  
Carmila L. Tamtelahitu ◽  
Halida Rahawarin

Online game, salah satu jenis permainan yang diakses menggunakan jaringan internet, memungkinkan koneksi dan interaksi banyak pemain game di seluruh dunia. Penggunaan online game terlalu lama dapat menimbulkan kebingungan antara kenyataan dan ilusi, berkurangnya daya konsentrasi, penurunan berat badan, dan kondisi penglihatan terganggu. Penurunan kondisi penglihatan yang ditimbulkan akibat kebiasaan bermain online game biasanya berawal dari mata lelah (astenopia) dan kering. Penelitian ini bertujuan untuk mengetahui hubungan tingkat kecanduan bermain online game dengan tingkat astenopia pada mahasiswa Fakultas Kedokteran Universitas Pattimura Ambon. Penelitian ini menggunakan metode cross sectional dengan pendekatan kuantitatif. Pengumpulan data menggunakan kuesioner yang dibagikan kepada mahasiswa Fakultas Kedokteran Universitas Pattimura Ambon. Data hasil penelitian dianalisis secara univariat dan bivariat. Hasil penelitian menunjukkan bahwa responden yang paling banyak ditemukan adalah responden yang kecanduan online game yaitu sebanyak 66 responden (82,5%) dan yang suka online game sebanyak 14 responden (17,5%). Tingkat astenopia yang paling banyak ditemukan adalah astenopia ringan yaitu sebanyak 53 responden (62,5%) dan yang paling sedikit adalah astenopia berat yaitu 2 responden (2,5%). Sedangkan tidak ditemukan responden yang tidak mengalami astenopi dan astenopia berat. Hasil uji Chi-square menunjukkan nilai p sebesar 0,52 (p > 0,05) yang berarti bahwa tidak terdapat hubungan antara tingkat kecanduan bermain online game dengan tingkat astenopia pada mahasiswa Fakultas Kedokteran Universitas Pattimura Ambon.

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 7 (1) ◽  
Author(s):  
Amelia Andrita Alika Rondo ◽  
Herlina I. S. Wungouw ◽  
Franly Onibala

that is of particular concern at this time is aggressive behavior and has become a universalproblem, and lately it tends to increase, one of the causes is the influence from theenvironment such as Online Game addiction. The purpose of this study is to knowrelationship between Online Game Addiction and Aggressive Behavior in students at SMANegeri 2 Ratahan. The method of this study uses cross sectional study design. The sampleof this study amounted to 78 students with total sampling method. The Results of thisstudy, out of 78 nurses most of them were had uncontrolled onlie game addiction (76.9%)and aggressive behavior (57.7%) by using the chi-square test at significance level of 95%,it was found that p-value was 0.035 smaller than significant value of 0.05. In conclusionof this study, there is a relationship between Online Game Addiction and AggressiveBehavior in students at SMA Negeri 2 Ratahan.Keywords: Online Game Addiction, Aggressive Behavior, Students.Abstrak : Perilaku anak selalu menjadi topik yang hangat untuk diperbincangkan. Salahsatu perilaku anak yang menjadi perhatian khusus saat ini adalah perilaku agresif dansudah menjadi masalah yang universal, dan akhir-akhir ini cenderung semakin meningkatsalah satu penyebabnya ialah pengaruh dari unsur lingkungan seperti kecanduan GameOnline.Tujuan studi ini untuk mengetahui hubungan antara Kecanduan Game Onlinedengan Perilaku Agresif pada siswa di SMA N 2 Ratahan. Metode studi ini menggunakandesain penelitian cross-sectional. Sampel studi ini berjumlah 78 siswa dengan metodepengambilan sampel Total Sampling. Hasil dari penelitian ini, didapatkan dari 78 Siswayang diteliti sebagian besar memiliki kecanduan game onlie yang tidak terkontrol (76,9%)dan berperilaku agresif (57,7%), dengan menggunakan uji chi-square pada tingkatkemaknaan 95%, didapat bahwa nilai p-value adalah 0,035 lebih kecil dari nilai signfikan0,05. Kesimpulan dari penelitian ini bahwa terdapat hubungan antara Kecanduan GameOnline Perilaku Agresif pada siswa di SMA N 2 Ratahan.Kata Kunci : Kecanduan Game Online, Perilaku Agresif, Siswa


2019 ◽  
Vol 5 (2) ◽  
pp. 96
Author(s):  
Arentha Ayu Pitakasari ◽  
Kandar Kandar ◽  
Agung Pambudi

Game online adalah jenis permainan komputer yang memanfaatkan jaringan komputer. Permainan pada game online kebanyakan menampilkan adegan agresif yang secara tanpa sadar perilaku agresif tersebut akan terekam dalam memori alam bawah sadar remaja sehingga sikap agresif pada remaja begitu mudah terbentuk. Penelitian ini bertujuan untuk mengetahui hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Penelitian ini merupakan deskriptif analitik dengan pendekatan cross sectional dan sampel diambil secara total dari populasi yang berjumlah 42 responden. Pengambilan data menggunakan kuesioner dan dianalisis menggunakan uji statistik Chi – Square tabel 2 x 2. Uji Chi – Square didapatkan nilai p = 0.733, p > 0.005 disimpulkan tidak ada hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Responden yang sering terpapar game online berunsur kekerasan berjumlah 31 responden ( 73,8%) dan yang jarang berjumlah 11 responden (26,2%). Responden yang berperilaku tidak agresif agresif berjumlah 25 responden (59,5%) dan responden yang berperilaku agresif berjumlah 17 responden (40,5%). Kata kunci: Game online, perilaku agresif RELATIONSHIP OF ONLINE GAME EXPOSURE TO VIOLENCE TOWARDS AGRESSIVE BEHAVIOR IN ADOLESCENTS ABSTRACTThe online game is a type of computer games that utilize a computer network. Most online games on games featuring aggressive scenes that are unknowingly aggressive behavior will be recorded in the memory of the unconscious teenager so aggressive attitude on adolescent so easily formed. This research goal  to know the relationship of  exposure to online gaming  fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. This research is a descriptive analytic with cross sectional approach and samples taken in total from a population numbering 42 respondents. Data taken by a questionnaire and analyzed using statistical test of Fisher. Fisher obtained value p = 0.733 p>0,005 concluded there is no relationship of exposure to online gaming fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. Respondents who were often exposed to online gaming fraternity violence amounted to 31 (73,8%) and respondents who seldom numbered 11 respondents (26.2%). Respondents who don’t behave aggressively aggressive totaled 25 respondents (59,5%) and respondents who behave aggressively totaled 17respondents (40.5%). Keywords: online game, aggressive behavior


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


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 1 (1) ◽  
pp. 15-20
Author(s):  
Manda Sub Jakaria Koteng ◽  
Jacob M Ratu ◽  
Noorce Christiani Berek

Low Back Pain (LBP) is the pain experienced in the lower back muscles region. Sitting for a long time as that of online game users may cause such complaints. Other risk factors such as age, sex, BMI, and a longer time to play the game theoretically have a relationship with the incidence of LBP. This study aims to determine the relationship of individual factors and ergonomic factors to the incidence of LBP on the use of online games in Kupang. The study design was cross-sectional. The sample consisted of 38 online game users in Kupang and selected by using accidental sampling technique. Data analyzed by Chi-Square test with the significance of 95%. Result research indicated that individual factors that were age (p = 0.497), gender (p = 0.198), smoking (p = 0.547), and body mass index (p = 0.554) had no association with the incidence of LBP, while the ergonomic factors namely the duration of playing games (p = 0.007) and sitting position (p = 0.004) were related with LBP. Therefore, online game users should consider the duration of the game and sitting position applied in order to reduce LBP.  


2020 ◽  
Vol 63 (6) ◽  
pp. 2016-2026
Author(s):  
Tamara R. Almeida ◽  
Clayton H. Rocha ◽  
Camila M. Rabelo ◽  
Raquel F. Gomes ◽  
Ivone F. Neves-Lobo ◽  
...  

Purpose The aims of this study were to characterize hearing symptoms, habits, and sound pressure levels (SPLs) of personal audio system (PAS) used by young adults; estimate the risk of developing hearing loss and assess whether instructions given to users led to behavioral changes; and propose recommendations for PAS users. Method A cross-sectional study was performed in 50 subjects with normal hearing. Procedures included questionnaire and measurement of PAS SPLs (real ear and manikin) through the users' own headphones and devices while they listened to four songs. After 1 year, 30 subjects answered questions about their usage habits. For the statistical analysis, one-way analysis of variance, Tukey's post hoc test, Lin and Spearman coefficients, the chi-square test, and logistic regression were used. Results Most subjects listened to music every day, usually in noisy environments. Sixty percent of the subjects reported hearing symptoms after using a PAS. Substantial variability in the equivalent music listening level (Leq) was noted ( M = 84.7 dBA; min = 65.1 dBA, max = 97.5 dBA). A significant difference was found only in the 4-kHz band when comparing the real-ear and manikin techniques. Based on the Leq, 38% of the individuals exceeded the maximum daily time allowance. Comparison of the subjects according to the maximum allowed daily exposure time revealed a higher number of hearing complaints from people with greater exposure. After 1 year, 43% of the subjects reduced their usage time, and 70% reduced the volume. A volume not exceeding 80% was recommended, and at this volume, the maximum usage time should be 160 min. Conclusions The habit of listening to music at high intensities on a daily basis seems to cause hearing symptoms, even in individuals with normal hearing. The real-ear and manikin techniques produced similar results. Providing instructions on this topic combined with measuring PAS SPLs may be an appropriate strategy for raising the awareness of people who are at risk. Supplemental Material https://doi.org/10.23641/asha.12431435


Author(s):  
Sandrine Roussel ◽  
Alain Deccache ◽  
Mariane Frenay

Introduction: The implementation of Therapeutic Patient Education (TPE) remains a challenge. An exploratory study highlighted two tendencies among practitioners of TPE, which could hamper this implementation: an oscillation between identities (as caregivers versus as educators) and an inclination towards subjective psychological health objectives. Objectives: To verify whether these tendencies can be observed among an informed audience in TPE. Next, to explore the variables associated with one or other of these tendencies. Method: A quantitative cross-sectional survey by a self-administered questionnaire was carried out among 90 French-speaking healthcare professionals. Statistical analyses (chi-square, logistic regression) were then conducted. Results: Sixty percent of respondents displayed identity oscillation, which was found to be linked to task oscillation, patient curability, scepticism towards medicine and practising in France. Fifty-six percent pursued subjective psychological health objectives, which was found to be associated with health behaviour objectives and a locus of power in the healthcare relationship distinct from those seen in the pre-existing health models (biomedical, global). This tendency seems to constitute an alternative model of TPE. Discussion & conclusion: Identity oscillation and subjective psychological health objectives can be both observed. This study stresses the need to deliberate on the form(s) of TPE that is/are desired.


Author(s):  
Arip Ambulan Panjaitan

Introduction: Adolescent are at high risk of unwanted pragnency, including abortion, STIs, HIV/AIDS. Risky sexual behavior is one of the entrance transmissions of unwanted pregnancy. Such behavior can be influenced by various factors, beyond and within the individual factors. Teens need the support and motivation in deciding not to do risky sexual behavior. The purpose of this study was to investigate the determinants of adolescent behavior in the prevention of unwanted pregnancy.Methods: This research used cross-sectional design. The populations were students of senior high school in District Sintang. The were 123 respondents chosen by cluster sampling technique for this study. All data were collected using questionnaires and then analysed using bivariate (chi square) and multivariate analysis (logistic regression).Results: The results showed that the majority of respondents did not have good knowledge about the prevention of unwanted pregnancy. Related variable is the level of parental education (p=0.001), the support of parents/guardians (p=0.009), support teachers (p=0.005), peer support (p=0.039), residency (p=0.009), a pastime activity (p=0.000), knowledge of adolescents about reproductive health (p=0.016), perception ability of adolescents (p=0.006) and attitude of adolescents (p=0.049). Adolescent self-perception abilities are variables that most influence on the behavior of adolescents in the prevention of unwanted pregnancy.Conclusions: Efforts to improve reproductive health programs should be early and adolescent have responsibilities as well as healthy behaviors.


2019 ◽  
Vol 2 (1) ◽  
pp. 217-222
Author(s):  
Dhio Emerko Ginting ◽  
Fani Ade Irma ◽  
Sri Rezeki Arbaningsih ◽  
Siti Hajar

WHO telah menetapkan Indonesia sebagai negara dengan jumlah perokok terbesar ketiga. Ada tiga zat kimia yang paling sangat berbahaya, yaitu tar, nikotin, karbon monoksida yang terkandung dalam rokok. Hasil penelitian di Inggris menunjukkan kepada kita bahwa kurang lebih 50% perokok yang merokok sejak remaja mengalami kematian akibat penyakit yang berhubungan dengan kebiasaan merokok mereka. Penelitian ini bertujuan untuk mengetahui tentang pengaruh asap rokok dengan proses kaskade clotting time. Jenis penelitian ini adalah penelitian analitik dengan menggunakan desain cross-sectional. Penelitian ini menggunakan sampel populasi laki-laki di Fakultas Kedokteran di UMSU yang diwawancara untuk mengetahui bahwa mereka merokok atau tidak, setelah itu, sampel diperiksa clotting time dan bleeding time. Data yang terkumpul dianalisis dengan uji chi-square. Hasil penelitian menunjukkan p = 0,000 bahwa ada hubungan merokok dengan clotting time dan bleeding time pada perokok berat dan sedang. Pada perokok berat dan moderat terdapat hubungan bermakna antara penurunan bleeding time dan peningkatan clotting time dengan merokok. Tidak ada hubungan antara clotting time dan merokok pada perokok ringan.


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