scholarly journals Online Game Addiction to Adolescent Adaptation Ability in Sikumana Village, Kupang City

2020 ◽  
Vol 2 (4) ◽  
pp. 305-319
Author(s):  
Mariani Mediatrix Mone ◽  
Imelda F. E. Manurung ◽  
M. K. P. Abdi Keraf

Abstract. Online games are games that are accessed online by many players using the internet network. Excessive use of online games can lead to online game addiction. Teens who spend their free time playing online games have the opportunity to experience online gaming. This study aims to see the effect of online game addiction on self-efficacy in adolescents in Sikumana Village, Kupang City. The sampling technique in this study used the Slovin formula with 100 adolescents and 17-21 years old as many as subjects. This hypothesis reveals that online game addiction has a negative effect on adolescents in Sikumana Village, Kupang City. The analysis used in the study used simple regression analysis. This is indicated by a constant value of 28,432; this means that if online game addiction (X) is 0, then the self-value is 28,432. The regression coefficient for the online game addiction variable (X) is - 0.104, meaning that if online game addiction increases by 1%, then self will decrease by 0.104.

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.


2020 ◽  
Vol 9 (1) ◽  
pp. 20-41
Author(s):  
Ahmad Khairul Nuzuli

Awalnya game diciptakan untuk menghilangkan kejenuhan, namun intensitas bermain game online yang tinggi mengakibatkan adiksi dan memberikan dampak negatif. Penelitian ini bertujuan melihat pengaruh pengaruh intensitas bermain game online PUBG dan persepsi interpersonal terhadap efektivitas komunikasi interpersonal. Teori yang digunakan adalah Teori Atribusi. Populasi penelitian adalah mahasiswa Universitas Amikom Yogyakarta yang aktif bermain PUBG. Jumlah sampel penelitian dalam penelitian ini sebanyak 100 orang yang dipilih dengan menggunakan purposive sampling. Metode analisis data menggunakan analisis regresi sederhana dan regresi berganda dengan bantuan SPSS 25. Hasil penelitian menunjukkan adanya pengaruh signifikan intensitas bermain game online PUBG dan persepsi interpersonal terhadap efektivitas komunikasi interpersonal. A game was created to eliminate boredom, but the intensity of playing games would lead to game addiction and give negative impacts. This study aims to look at the effect of PUBG online game and interpersonal perception on the effectiveness of interpersonal communication among players by employing Attribution Theory. The sample was 100 students at Amikom University of Yogyakarta who actively played PUBG online game. The sample was selected using a purposive sampling technique. Data were analysed using simple and multiple regression analyses using SPSS 25. The results of the study showed that there was a significant influence of playing PUBG online games and interpersonal perception on the effectiveness of interpersonal communication. 


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.


2019 ◽  
Vol 1 (2) ◽  
pp. 71
Author(s):  
Ah Yusuf ◽  
Ilya Krisnana ◽  
Achmad Ibrahim

Pendahuluan: Game online memberikan pengaruh besar pada penggunanya. Pengguna game online cenderung mangalami kecanduan (addiction) pada permainan yang disukainya, ditandai dengan bermain > 4-5 jam perhari, selalu memikirkan game online meskipun tidak bermain game, dan selalu mengutamakan bermain game online dari pada aktivitas yang lain. Tujuan dari penelitian ini adalah untuk mengetahui hubungan kecanduan game online dengan komunikasi interpersonal dan interaksi sosial remaja.Metode: Rancangan penelitian dengan pendekatan Cross-Sectional. Besar sampel pada penelitian ini adalah 210 siswa. Teknik sampling yang digunakan adalah simple random sampling. Data dianalisis dengan menggunakan analisis spearman rho’s dengan derajat signifikansi α=0,05.Hasil: Hasil penelitian menunjukan bahwa komunikasi interpersonal (p = 0,027 dan r = - 0,152), dan interaksi sosial (p = 0,000 dan r = 0,248 berhubungan dengan kecanduan game online.Kesimpulan: Kecanduan game online memiliki hubungan dengan komunikasi interpersonal, semakin tinggi kecanduan game online maka semakin rendah komunikasi interpersonal yang dihasilkan. Kecanduan game online  memiliki hubungan dengan interaksi sosial, semakin tinggi kecanduan game online maka semakin rendah interaksi sosial yang dihasilkan. Introduction: Online games have a big influence on users. Users of online games tend to experience addiction in the game they like, marked by playing> 4-5 hours per day, always thinking of online games even if they don't play games, and always prioritize playing online games rather than other activities. The purpose of this study was to determine the relationship of online game addiction with interpersonal communication and social interaction in adolescents.Method: Research design with Cross-Sectional approach. The total sample is 210 respondents. The sampling technique uses simple random sampling. Data were analyzed using spearman rho's analysis with a significance level of p <0.05.Results: The results showed that the one associated with online game addiction was interpersonal communication (p = 0.027 and r = - 0.152), and social interaction (p = 0,000 and r = 0.248).Conclusion: Online game addiction has a relationship with interpersonal communication, the higher the online game addiction, the lower the interpersonal communication produced. Addiction to online games has a relationship with social interaction, the higher the addiction to online games, the lower the social interaction produced.


2015 ◽  
Vol 7 (2) ◽  
Author(s):  
Mori Dianto

phenomenon of the students’ low motivation to get the achievement at school. Self concept have a correlation for creating the students’ potential giftedness to get an achievement in learning. The role of the teachers  in improving the students’ achievement at school in order to improve their learning achievement. This research has purpose to find the self concept and achievement motivation of SMPN Batang Kapas. This research used correlational approach which has purpose to know how is the contribution among the research variables. The population of the research is the students of SMPN Batang Kapas. The amount of the population was 601 students. The sample of this research was 240 students. It had been taken by using simple random sampling technique. The instruments used in the form of scale. The data was analyzed by using descriptive technique and the hypothesis testing was done by using simple regression analysis . The result shows that:  (1)  the self concept is in the enough category, (2) students’ achievement motivation is in the enough category, (3) the contribution of self concept through the students’ achievement motivation is about 14.4%. The results imply that self concept are factors that have contributed to students achievement motivation, but there are many other factors that influence students achievement motivation.


2020 ◽  
Vol 4 (2) ◽  
pp. 104
Author(s):  
Nuzuli Rahmatillah ◽  
Farida Agus Setiawati

In schools there are still many students who experience academic disorders such as lazy learning, often neglecting assignments, often skipping school, this is because one of them is because students are addicted to playing online games. This study aims to analyze the effectiveness of cognitive behavioral therapy (CBT) counseling with cognitive restructuring techniques to reduce online game addiction behavior of students. This research is a quantitative study with a quasi-experimental method. The population in this study were students who were addicted to online games. Sampling using a purposive sampling technique, so that the subjects in the experimental group were 8 students and the control group was 8 students. Data collection was done using online game addiction scale that has been tested for validity and reliability. Data analysis using score gain testing. The results showed that CBT cognitive restructuring techniques were effective in reducing online game addiction on students. The CBT cognitive restructuring techniques are effective in reducing online game addiction on students.


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.


2021 ◽  
Vol 5 (2) ◽  
pp. 229
Author(s):  
Aswar Aswar Aswar ◽  
Faizal Ramadan Pusadan

Children are often forced to follow the wishes of their parents, which often leads to aggressive behavior, so that self-control is needed to minimize aggression. This research uses a quantitative approach. The population of this research is all citizens of Makassar who are married and have children. Determination of the sample with the krejcie and Morgan tables, the total sample was 384 respondents. Methods of data collection through a questionnaire with a Likert scale model, and hypothesis testing with simple regression analysis. The results obtained were a significance value of 0.000 <0.05. With a regression coefficient value of - 0.435 and an R Square value of 0.049 or equal to 4.9%. So that the results of this study state that there is a significant negative effect of self control on the aggression behavior of parents towards children in Makassar City. This means that if self-control increases, the aggression behavior of parents towards children will decrease, and vice versa.


2021 ◽  
pp. 292-301
Author(s):  
Stevly Tumanduk ◽  
Arie Kawulur ◽  
Aprili Bacilius

Abstrak Riset ini bermaksud demi mengetahui apakah pengaruh pengetahuan perpajakan terhadap kepatuhan wajib pajak di Kantor SAMSAT Kota Tomohon. Pada riset ini variabel kepatuhan wajib pajak menjadi variabel dependen. Sampel pada pengkajian ini sebanyak 100 wajib pajak serta diambil memakai rumus Slovin.             Metode yang dipergunakan dalam riset ini ialah metode survei dengan pendekatan kuantitatif. Pada riset ini data primer dikumpulkan dengan cara teknik pengumpulan data observasi, dokumentasi serta angket/kuesioner, adapun teknik analisis data yang digunakan pada pengkajian ini ialah analisis regresi sederhana dengan uji normalitas, uji linieritas, dan uji hipotesis.             Hasil pengkajian ini adanya dampak positif dan signifikan mengenai dampak pengetahuan perpajakan terhadap kepatuhan wajib pajak kendaraan bermotor di mana persamaan regresi sederhana dalam riset ini menunjukkan nilai koefisien Regresi X sebesar 0.072 memperlihatkan ternyata setiap penambahan 1% pengaruh pengetahuan perpajakan, maka nilai kepatuhan wajib pajak kendaraan bermotor bertambah sebesar 0.072. Koefisien regresi tersebut bernilai positif, sehingga dapat dikatakan bahwa dampak variabel X terhadap Y ialah positif. Dengan demikian variabel pengaruh pengetahuan perpajakan berdampak signifikan atas kepatuhan wajib pajak kendaraan bermotor di Kantor Samsat Kota Tomohon.   Kata Kunci : Pengetahuan Perpajakan, Kepatuhan Wajib Pajak   Abstract                This research intends to find out whether the influence of tax knowledge on taxpayer compliance at the Tomohon City SAMSAT Office. In this research, the taxpayer compliance variable becomes the dependent variable. The sample in this study was 100 taxpayers and was taken using the Slovin formula. The method used in this research is a survey method with a quantitative approach. In this research, primary data were collected by means of observation data collection techniques, documentation and questionnaires, while the data analysis techniques used in this study were simple regression analysis with normality test, linearity test, and hypothesis testing. The results of the study are that there is a positive and significant impact on the impact of tax knowledge on motor vehicle taxpayer compliance where the simple regression equation in this research shows the X regression coefficient value of 0.072 showing that all 1% additions affect tax knowledge, then the motor vehicle taxpayer compliance value increases by 0.072. The regression coefficient is positive, so it can be said that the impact of variable X on Y is positive. Thus the variable influence of tax knowledge has a significant impact on motor vehicle taxpayer compliance at the Tomohon City Samsat Office.   Keywords: Tax Knowledge, Taxpayer Compliance


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