scholarly journals Avoiding online game addiction among youngsters

2018 ◽  
Vol 2 (1) ◽  
pp. 34-38
Author(s):  
Muhammad Guntur Aji Purnama ◽  
Oktavia Trian Azizah ◽  
Syam Ja’faros Asshadiq

Teenagers give a change that is influenced from various activities conducted outside the family environment that is playing. The development of information technology has progressed very rapidly, as one form of technological development that is the internet. In line with the rapid development of Internet technology is also triggered the development of new game technology that uses the internet, known as online games, and the online game market share at most is the age of adolescence because of the difficult age in controlling themselves or still unstable in doing something. This is why teenagers are addicted to playing online games. There are factors that affect a person's online game addiction that is internal factors and external factors. Internal factors refer to the state of one's self, while external factors refer to around a person. The case of online game addiction gives a good positive and negative impact. The positive impacts include the addition of new friends, proficient in English, increased concentration and high imagination in making strategies, while the negative impact caused is the lack of socialization relationship to the environment, being indifferent, the concern for the surrounding becomes decreased, concentration decreased, and so forth. To handle someone not to be addicted to playing online games, it is necessary to take preventive measures such as fostering strong intentions to stop playing games, changing gaming activities with more useful activities, reducing time for playing games, reducing time hanging out with fellow gamers, and more etc.

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


2021 ◽  
Vol 328 ◽  
pp. 03002
Author(s):  
I Junaidi ◽  
A Mubarak ◽  
S Kapita ◽  
R Rosihan ◽  
HK Siradjuddin

Online game addiction is the behavior of someone who wants to always play online games that lasts a long time and allows the individual concerned to not be able to control it so that it can have a negative impact that can have a negative impact on health and mental if too frequently play it. The aim of this study is to diagnose the online game addiction scale to students using the certainty factor algorithm. The level of online game addiction will be divided into three levels, namely: mild, moderate and severe addiction diagnoses. The calculation process starts from determining the weight value of each symptom and then determining the weight value of the user then calculating the weight value of each symptom with the user’s weight value using the certainty factor method so as to produce how large the percentage level of online game addiction. The results showed that from a number of processed data the diagnostic results were obtained 13% of students with mild addiction, 37% of students with moderate addiction, 50% of students with severe addiction.


2020 ◽  
Vol 4 (1) ◽  
pp. 41-46
Author(s):  
Rischa Pramudia Trisnani ◽  
Silvia Yula Wardani

  THE EFFECTIVENESS OF PEER COUNSELING TO REDUCE ONLINE GAME ADDICTION IN MIDDLE SCHOOL STUDENTS. The ease of using the internet is currently widely used by teenagers to operate online games. Online games are games that can be played together through a network. The high frequency of online game usage results in teens experiencing online game addiction. Friends are people outside the family who can provide comfort for teenagers. Through peer counseling, they hope to be able to exchange ideas and assess which actions are necessary or not to take. The purpose of this study is to test the effectiveness of peer counseling to reduce online game addiction in students. The method used in this research is experimental research. The design of this study was pre-experimental design. The sampling technique in this study used porposive sampling where the sample was selected by students who were addicted to online games. Based on the sig (2-tailed) value of 0,000 which is <0.05, it can be concluded that there is a difference between the pretest and posttest scores or effective peer counseling to reduce online game addiction in students.


2020 ◽  
Author(s):  
Febriani

Perkembangan teknologi yang semakin pesat memberi pengaruh yang sangat besar bagi keberlangsungan pendidikan khususnya pendidikan nonformal yaitu Sekolah Minggu. Salah satu teknologi yang sangat mempengaruhi kehidupan manusia dalam hal ini bagi anak-anak Sekolah Minggu yaitu gadget. Anak-anak Sekolah Minggu telah terdisrupsi oleh perkembangan teknologi gadget sehingga mereka mengabaikan segala hal disekitarnya. Melalui gadget anak terdorong untuk bermain game online bahkan intensitas bermain game pada anak Sekolah Minggu sangat tinggi yang mengakibatkan anak mengalami kecanduan bermain game online. Akibat kecanduan game online, anak Sekolah Minggu kurang tertarik mengikuti ibadah dan kegiatan-kegiatan Sekolah Minggu bahkan tidak jarang menjadi anti-sosial terhadap sesamanya. Menghadapi tantangan tersebut diperlukan solusi bagi guru Sekolah Minggu yaitu mengimplementasikan model kreatif-interaktif dalam meningkatkan keaktifan anak-anak Sekolah Minggu. Penelitian ini menghasilkan kesimpulan bahwa model kreatif-interaktif menjadi pedoman menyampaikan Firman Tuhan yang sangat efektif sehingga anak tertarik dan termotivasi memahami kebenaran Firman Tuhan.Kata Kunci : Model Kreatif-Interaktif, Meningkatkan Keaktifan, Anak Sekolah Minggu, Kecanduan Game OnlineABSTRACTThe rapid development of technology has a very big influence on the continuity of education, especially non-formal education, namely Sunday School. One of the technologies that greatly affects human life in this case for Sunday School children is the gadget. Sunday School children are so distracted by the development of gadget technology that they ignore everything around them. Through gadgets children are encouraged to play online games even the intensity of playing games on Sunday School children is very high which results in children experiencing addictions playing online games. As a result of online game addiction, Sunday School children are less interested in attending worship and Sunday School activities are not infrequently even anti-social towards others. Facing these challenges requires a solution for Sunday School teachers, namely implementing interactive-creative models in increasing the activity of Sunday School children. This research concludes that the creative-interactive model becomes a very effective guide to convey God's Word so that children are interested and motivated to understand the truth of God's Word.Keywords: Interactive Creative Model, Increasing Activity, Sunday School Children, Online Game Addiction


Author(s):  
Chulhwan Choi ◽  
Mary Hums ◽  
Chul-Ho Bum

Family types in Asian countries are rapidly changing as the society is changing. Thus, in this study, we analyzed and compared how the newly evolving family types (multicultural/dual-income) affect adolescents’ online game addiction, delinquency, and online gaming (eSports) participation motivation. Multiple regression analysis was performed to examine the causal relationships between the variables, and multivariate analysis of variance and analysis of variance were performed for comparative analyses. The results indicate that adolescents from dual-income families scored significantly higher on all factors related to juvenile delinquency and addiction factors (“salience”, “tolerance” and “withdrawal”). Additionally, adolescents from multicultural families revealed significantly higher scores on an addiction factor, “mood modification”. Lastly, adolescents in dual-income families were motivated to play online games to pass the time, and adolescents in multicultural families play online games to engage in social interaction. Results of this study may provide the answers required to help address societal issues related to adolescents in a changing society.


KOMTEKINFO ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 102-109
Author(s):  
Robino Indan ◽  
Harri Kurniawan

Online games at this time are not just free time fillers but have entered the category of necessity, along with technological developments and easy access to the internet making online games an entertainment that must be owned by students, teenagers, and even parents. The thinking of most people online games has a negative impact, online game addiction can make someone antipathy to the real environment, but behind the negative impact, there are several positive impacts generated by online games, namely players will get fast and creative ways of thinking that can be obtained. from strategy games, not only that players can also learn teamwork from gameplay. Online game players can take advantage of this hobby to open business opportunities such as YouTube, buying and selling assets in online game characters, to making their own online games. The sample collection technique in this study used a correlational method, the number of samples studied was 45 people consisting of 82% male and 18% female with the age of 40% under 20 years and 60% over 20 years. By analyzing the data using the Servqual method, the results of online games can increase creative thinking which has an impact on creativity in entrepreneurship.


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.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Mendah Nur Kumala ◽  
Mei Santi ◽  
Hasan Sultoni

One alternative to reduce the unemployment rate in Indonesia is to foster entrepreneurship in college students because this is expected to be an educated young entrepreneur who is able to start his own business, and be able to open up jobs for others. The formulation of the problem include: what are internal factors (income, self-esteem, motivation) and whether external factors (family environment, surrounding environment, education, and opportunities) influence the interest in entrepreneurship of STAI Muhammadiyah Tulungagung students ?. This study aims to determine internal factors (income, self-esteem, motivation) and external factors (family environment, surrounding environment, education, and opportunities) affect the entrepreneurial interest of STAI Muhammadiyah Tulungagung students. The approach used is a quantitative approach to the type of associative research. The population and sample in this study were students of STAI Muhammadiyah Tulungagung which consisted of 50 students who had taken Entrepreneurship courses and students who had been entrepreneurs. Sampling using a purposive sampling technique. The data source is primary data. Data collection was carried out through questionnaires. The measurement uses a Likert scale. The next stage, the results of the questionnaire were analyzed with multiple linear regression which serves to prove the research hypothesis. The data that has met the validity test, reliability test, and the classic assumption test are processed to produce a regression equation. Based on the results of the study showed that internal and external factors partially had a positive and significant effect on the entrepreneurial interest of STAI Muhammadiyah Tulungagung students. With an adjusted R2 value of 0.407 so the magnitude of the influence of internal and external factors on entrepreneurial interest is 40.7% while the remaining 59.3% is influenced by other factors not examined in this study.Keywords: Factors, Interests, Entrepreneurship, STAI Muhammadiyah Tulungagung


2020 ◽  
Author(s):  
Syufrijal .

This research aims to develop interactive PLC learning media based on virtual learning. The interactive PLC learning media uses a 3D simulator design to simulate the application of PLC in the industry, so it looks like real and makes students more interested in learning PLC This study uses experimental methods. The 3D simulation software is Factory I/O developed by Real Games. It enables us to build a conveyor virtual plant and to bring it into the classroom. The automatic controller used to control the virtual plant is the PLC Siemens S7-1200 with Tia Portal software. The PLC is connected to the computer server through an ethernet network via TCP/IP protocol. With the rapid development of current internet technology, PLC learning can be done in virtual learning. This PLC learning media can be run remotely through the internet with team viewer program so that PLC learning is not only done on campus but can be done anywhere. From the results of research that has been done, the user can create PLC programs remotely to control conveyor virtual plant on a computer server through an internet network without having to install the program on their computers. Keywords: PLC, interactive learning media, virtual learning, remote desktop


Author(s):  
Siti Marti'ah

Berlatar belakang keilmuan informatika para mahasiswa belum menunjukan minat menjadi seorang teknopreneur. Kegiatan-kegiatan selama proses pembelajaran, Lingkungan keluarga, masyarakat dan pendidikan merupakan faktor eksternal yang mempengaruhi seseorang memiliki minat menjadi wirausaha. Faktor lain yang dapat mempengaruhi minat teknopreneur adalah faktor internal diantaranya sikap dan mental, intensi berwirausha, efikasi diri, kebutuhan akan prestasi, kesiapan instrument, gender, prestasi akademik dan pengalaman kerja. Tujuan penelitian untuk mengetahui pengaruh efikasi diri dan N-ach terhadap minat teknopreneuer. Penelitian menggunakan pendekatan Kuantitaif serta teknik analisis menggunakan regresi berganda dengan variabel terikat yaitu minat teknopreneur sedangkan variabel bebas adalah efikasi diri dan N-Ach. Pengumpulan data menggunakan kuesioner diberikan kepada 240 mahasiswa yang telah menerima mata kuliah kewirausahaan dan dipilih secara acak sederhana. Hasil penelitian yaitu efikasi diri dan N-ach turut mempengaruhi secara signifikan minat teknoprenuer. Minat mahasiswa informatika untuk menjadi teknopreneuer sebesar 40% dipengaruhi oleh efikasi diri dan N-ach dan sebesar 60% dipengaruhi faktor lain diluar model. Kata Kunci:  Teknopreneur, Minat, Efikasi diri, N-Ach AbstractStudents with informatics backgrounds have not shown an interest in becoming a technopreneur. Activities during the learning process, family environment, and the community are external factors that affect a person having an interest in being an entrepreneur. Other factors that can influence technopreneur interest are internal factors including attitude and mentality, entrepreneurship intentions, self-efficacy, need for achievement, instrument readiness, gender, academic achievement and work experience. The aim of the research was to determine the effect of self-efficacy and N-ach on teknopreneuer's interest. The research uses a quantitative approach and analysis techniques using multiple regression with the dependent variable is technopreneur interest while the independent variables are self-efficacy and N-Ach. Data collection using a questionnaire was given to 240 students who had received entrepreneurship courses and were chosen at simple random sampling. The results of the research explain self-efficacy and N-ach also significantly influence the interest of technoprenuer. The interest of informatics students to become a technopreneuer by 40% is influenced by self-efficacy and N-ach and by 60% is influenced by other factors outside the model.Keywords: Technopreneur, Interest, Self-efficacy, N-Ach  


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