scholarly journals GAME ADDICTION AND ITS EFFECTS ON TEENAGERS’ MENTAL HEALTH

Ta dib ◽  
2020 ◽  
Vol 23 (1) ◽  
pp. 113
Author(s):  
Muhamad Disra Saputra ◽  
Marjohan Marjohan ◽  
Safrizal Safrizal

The aim of this study is to describe the game addiction behavior and its effect on mental health of teenagers. This study used qualitative method. The data collection was carried out in three ways:  interview, observation, and documentation. The data were analyzed by using Miles and Huberman’s theories. In order to maintain the validity, the researcher did triangulation techniques. The results of the study showed that online game addiction had an effect on several domains, namely a sense of dependency that was marked by disability to withdraw from the desire to play games. Accordingly, the gamers frequently declared that their life without online gaming was empty. They were  intolerance to the use of time, as they said that the time needed to play online games was uncertain, and their disability to control their emotions due to defeat during the games.

2018 ◽  
Vol 128 (1) ◽  
pp. 9-13
Author(s):  
Beata Pawłowska ◽  
Emilia Potembska ◽  
Jolanta Szymańska

Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.


2021 ◽  
Vol 9 (F) ◽  
pp. 260-274
Author(s):  
Eni Purwaningsih ◽  
Ira Nurmala

Abstract: Introduction: The World Health Organization (WHO) in 2019 determined that Internet Gaming Disorders (IGD) were included as mental health disorders. Among adolescents, excessive online gaming has become a lifestyle and is associated with psychological symptoms (psychopathological symptoms and life satisfaction), social health (social interactions) and physical health (general health and body mass index). The IGD has now become a problem all over the world.   AIM: This study aims to analyze the impact of online game addiction on adolescents using the Preferred Reporting Items for Systematic Reviews (PRISMA) approach.   MATERIALS AND METHODS: Subjects were searched extensively from the Pubmed, Sage, Science Direct, and Scopus databases. The search used the keywords "online game addiction", "mental health", and "youth". The inclusive criteria for the included  literature in this study  were as follow; the literature had to be sourced from journal article, written in English, available in full text, the published between  2011-2021, and the age of the adolescent subject should be 13-18 years. We identified 81 articles of which 20 were deemed relevant for this systematic review.   RESULTS: This review study shows that problematic online gaming behavior has a strong negative correlation with various subjective health outcomes.   CONCLUSION: Early relevant prevention for  adolescents from the IGD is the appropriate use of  internet/ gadgets as the only option to avoid or to reduce the symptoms of internet addiction and online games.   Keywords : Online game addiction; Mental health; Adolescents; Good Health and Wellbeing


2021 ◽  
Vol 17 (1) ◽  
pp. 21-38
Author(s):  
Iqbal Bafadal

This research is motivated by the author's attention to online game addiction in adolescents. The focus studied in this study is how the Islamic parenting method in tackling teenagers who are addicted to online games. This study uses a qualitative approach through data collection with an interview, observation, and documentation techniques. The results of this study show that teenagers need a long time to play online games starting from 3 hours to 18 hours every day so that it can interfere with other activities, weak parenting from parents provides opportunities for children to play online games as widely as possible. The breadth, as well as the Islamic parenting method that is carried out and given maximally by parents, can suppress addiction and dependence on online games through exemplary methods, habituation, advice, attention, and punishment.


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 12 (12) ◽  
pp. 43
Author(s):  
Nikson Sitorus ◽  
Prisca P. Arfines ◽  
Indri Y. Suryaputri

The World Health Organization (WHO) has defined online game addiction into one of the medical conditions in 2018 under the category of Gaming disorder. Playing online games excessively may be related to both physical and psychological health. The problem of online game addiction and its impact on adolescent&rsquo;s mental health is still not sufficiently documented. This study aimed to analyze the relationship between online game addiction and depression in adolescents from 6 High Schools in 4 districts/cities of Indonesia. This study is a quantitative research with cross-sectional design as a further analysis of the 2019 School-Based Mental Health Intervention Study. This study involved students of grade 10 and 11 at 6 public high schools in Bogor Regency, Bogor City, City of Central and South Jakarta. The statistical analysis used was multiple logistic regression test. Out of 746 students, 12.9% were depressed and 10.3% were addicted to online games. There was a significant relationship between online game addiction towards depression with OR = 2.44 (95% CI: 1.259-4.735) after being controlled for sex, learning difficulties, age, father&#39;s education, and mother&#39;s education. Schools are the best institutions that can be used for adolescent depression screening. It is expected that provision of mental health service facilities in school as one of the strategies to overcome online gaming addictions.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-15
Author(s):  
Galuh Anggraini Perwira Sari ◽  
Uswatun Hasanah

Online games are very popular among teenagers and adults, because there are many enthusiasts. If the players are constantly without self-control from teenagers and adults, they will become addicted to online games. Feeling lonely makes teens and adults vent through playing online games. This study aims to determine the relationship between Lonliness and Online Game Addiction in students who are not settled in a boarding house (Nduduk) at IAIT Kediri. With a sample of 40 students who did not settle in a boarding house (Nduduk), data collection was obtained from the results of a list of statements or questionnaires for Loneliness and Addiction to Online Games. This type of research is quantitative by using correlational research methods namely Product moment correlation analysis. Correlation test results obtained correlation coefficient values ​​of 0.556 Sig: 0.00 which means there is a relationship with the criteria being between the Loneliness variable with Addiction to Online Games.


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.


Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


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.


2010 ◽  
Vol 38 (5) ◽  
pp. 627-636 ◽  
Author(s):  
Yu-Tzu Chiang ◽  
Sunny S. S. J. Lin

Early adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents (N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2 broad dimensions: self-game focused and cognition-affect driving. In-game playfulness was a more suitable indicator (than playfulness trait) to describe adolescents' immediate experience of playfulness. Adolescents' psychological needs included in-game autonomy, in-game competence, and in-game relatedness, and adolescents' psychological needs predicted in-game playfulness.


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