scholarly journals KECANDUAN GAME ONLINE DENGAN INSOMNIA PADA REMAJA

2020 ◽  
Vol 8 (2) ◽  
pp. 18
Author(s):  
Fraldy Robert Mais ◽  
Sefti S.J. Rompas ◽  
Lenny Gannika

Abstract: Online games are a means of entertainment that is often used by Adolescents. Excessive use of this online game can make the users become addicted to online games. Adolescents  who are addicted to playing online games will use their time to play, and forgot other activities like taking a rest and sleeping. it can make them experience insomnia sleep disorders. The purpose of this research is to find out the relationship between online game addiction with insomnia in adolescent in Senior High School 1 Tondano. This research used descriptive analytic with Cross Sectional Study approach. The sampling technique used purposive sampling, with a total sample of 68 adolescents. The results of statistical test studies using Spearman test at a significance level of 95% or α = 0.05, obtained a significant value, r = 0.003 <α = 0.05. Conclusion there is a significant relationship between online game addiction with insomnia in adolescents. Suggestions are expected for schools and parents to supervise teenagers in playing online games, and for teens to improve their self-control in playing online games and pay attention to time to rest and sleep.Key Words : Online Game Addiction, Insomnia, Adolescent Abstrak: Game online merupakan suatu sarana hiburan yang sering digunakan oleh para remaja. Penggunaan yang berlebihan terhadap game online ini dapat menyebabkan para penggunanya mengalami kecanduan game online. Remaja yang mengalami kecanduan dalam bermain game online akan menggunakan waktunya untuk bermain, sehingga mereka melupakan aktivitas  istirahat dan tidur. hal tersebut dapat membuat mereka mengalami gangguan tidur insomnia. Tujuan untuk mengetahui hubungan antara Kecanduan game online dengan insomnia pada remaja di SMA N 1 Tondano. Desain Penelitian yang digunakan yaitu Deskriptif Analitik  dengan pendekatan Cross Sectional Study. Teknik pengambilan sampel menggunakan Purposive Sampling, dengan jumlah sampel sebanyak 68 remaja. Hasil Penelitian uji statistik menggunakan uji Spearman pada tingkat kepercayaan 95% atau α = 0,05, didapatkan nilai r = 0,003 < α = 0,05. Kesimpulan terdapat hubungan yang signifikan antara kecanduan game online dengan insomnia pada remaja. Saran diharapkan bagi pihak sekolah dan orang tua untuk mengawasi para remaja dalam bermain game online, dan untuk remaja agar supaya dapat meningkatkan kontrol diri dalam bermain game online serta memperhatikan waktu untuk istirahat dan tidur.                       Kata Kunci : Kecanduan Game online¸Insomnia, Remaja

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)


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 7 (2) ◽  
Author(s):  
Alicia Benaya Wasti Baris ◽  
Hendro Bidjuni ◽  
Sefti Rompas

Abstrack: The meaning of life is something that is considered very important and valuable, and provides special value for someone and deserves to be a goal in life. Being someone who means and feels valuable in life seems very important when entering the elderly period. At this time, the elderly must be able to accept, be positive and be able to live their old age in peace. The aim is to find out the difference in the meaningoflife of the lives of the elderly who live in nursing home senja cerah and Who Live with Family in Sea Satu Village Pineleng District. The research design used is Observational Analytic with Cross Sectional Study approach. A sample of 30 respondents was obtained using the Purposive Sampling technique. The results of statistical test studies using the T-test at a significance level of 95%, obtained a significant value ρ = 0.008 <α (0.05). The conclusion is that there is a difference in the meaningoflife of the lives of the elderly who live in nursing home senja cerah and who live with their families.Keywords : Elderly, Meaning of LifeAbstrak : Makna hidup adalah sesuatu yang dianggap sangat penting dan berharga, serta memberikan nilai khusus bagi seseorang dan layak dijadikan tujuan dalam kehidupan. Menjadi seseorang yang berarti dan merasa berharga dalam hidup tampaknya sangat penting saat memasuki periode lansia. Pada masa ini, lansia harus dapat menerima, bersikap positif serta dapat menjalani masa tuanya dengan tenang Tujuan untuk mengetahui perbedaan makna hidup lansia yang tinggal di panti werdha senja cerah dan yang tinggal bersama keluarga di desa sea satu kecamatan pineleng. Desain penelitian yang digunakan yaitu Observasional Analitik dengan pendekatan Cross Sectional Study. Sampel berjumlah 30 responden yang didapat dengan menggunakan tehnik Purposive Sampling. Hasil penelitian uji statistik menggunakan uji T-test pada tingkat kemaknaan 95%, didapatkan nilai signifikan ρ = 0,008 < α (0,05). Kesimpulan ada perbedaan makna hidup lansia yang tinggal di panti werdha senja cerah dan yang tinggal bersama keluarga.Kata kunci : Lansia, Makna Hidup


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.


Author(s):  
Willy Pangestu ◽  
Eddy Suparman ◽  
Freddy Wagey

Objective: To determine the correlation between length of menopause with C-telopeptide in pascamenopause women. Method: An analytic cross-sectional study of 29 pascamenopause women in Malalayang hospital Manado. Sampling method with consecutive random sampling. Data were analyzed with Spearman test with significance level of p


Author(s):  
Andi Surayya Mappangile

ABSTRAK Penggunaan komputer secara berlebihan akan meningkatkan risiko gangguan kesehatan kerja. Salah satunya adalah gangguan kesehatan mata. Gangguan kesehatan pada mata terjadi akibat mata mengalami kelelahan. Kelelahan mata dalam dunia kedokteran dikenal dengan istilah astenopia. Tujuan dalam penelitian ini untuk mengetahui gambaran keluhan kelelahan mata berdasarkan usia, lama kerja, istirahat mata, jarak monitor dan tingkat pencahayaan di kantor Notaris dan Pejabat Pembuat Akta Tanah Andreas Gunawan SH. M.Kn. melalui metode deskriptif kualitatif dengan pendekatan cross sectional study. Populasi penelitian ini adalah seluruh pekerja kantor Andreas Gunawan SH. M.Kn. sebanyak 20. Pemilihan sampel penelitian menggunakan Purposive Sampling sebanyak 8 responden. Metode pengambilan data dilakukan dengan kuesioner dan wawancara secara mendalam (deep interview) kepada 8 responden. Dari hasil penelitian diketahui gambaran keluhan keluhan kelelahan mata berdasarkan usia, lama kerja, istirahat mata, jarak monitor dan tingkat pencahayaan di kantor Andreas Gunawan SH. M.Kn.. Penggunaan komputer yang dilakukan oleh pekerja juga masih jauh dari kata ergonomi. Penggunaan komputer yang tidak ergonomi sendiri dapat menyebabkan kelelahan mata yang dapat merugikan baik itu untuk perusahaan maupun pekerja, terutama kesehatan mata pekerja itu sendiri.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Narges Sadeghzadeh ◽  
Leila Amiri-Farahani ◽  
Shima Haghani ◽  
Syedeh Batool Hasanpoor-Azghady

Abstract Background The significant role of midwives in providing labor and delivery care underscores the necessity of the identification of attitudes and beliefs of these groups of maternity care providers toward physiological childbirth. The purpose of the current study was to describe midwives’ attitudes and beliefs toward physiological childbirth and identify its related factors. Methods This cross-sectional study was carried out on 200 midwives working in the labor and delivery wards of selected hospitals in an urban area of Tehran, Iran, through the continuous sampling method from May to July 2018. The data were collected using a two-part demographic characteristic form and Midwives’ Attitudes and Beliefs Questionnaire-Revised toward physiological childbirth. Data analysis was performed in SPSS software (version 25). The significance level was set at P < 0.05. Results The mean score of midwives’ attitudes and beliefs toward physiological childbirth were 119.90 with a standard deviation of 9.30. Moreover, of the different domains of Midwives’ Attitudes and Beliefs Questionnaire-Revised, the women’s experience of birth (78.53) and the medical model conflict (51.05) obtained the highest and lowest scores, respectively. According to the multiple linear regression model analysis, the total mean score of midwives’ attitudes and beliefs toward physiological childbirth was significantly correlated with the level of education and interest in the profession (P < 0.05). Midwives with a master degree obtained higher scores (4.32) in terms of attitudes and beliefs toward physiologic childbirth, compared to those with an associate or bachelor degree. Also, there were 0.09 increases in the attitude and belief score of midwives per one score increase in their interest in the profession. It can be concluded that these two variables explained 16% of the variation in the scores of midwives’ attitudes and beliefs to physiological childbirth. Conclusion The results of this study showed that midwives with higher levels of education and more interest in their profession had more positive attitudes and beliefs toward physiological childbirth. Therefore, it is necessary to motivate midwives to obtain higher levels of education and increase their interest in the profession to promote physiological childbirth.


2019 ◽  
Vol 11 (1) ◽  
pp. 14-20
Author(s):  
Dr. Padma K Bhat ◽  
Dr. Sushma S G ◽  
Dr. Jayachandra M Y

Background: Tobacco use is so addictive among youth and is one of the global epidemics which require constant monitoring and timely appropriate action to prevent usage. School personnel play one of the main roles in taking appropriate action. Aim: To assess knowledge and attitude of tobacco use pattern among school personnel in Bangalore city. Material and Methods: A cross sectional study was carried out for a period of six months from May to October 2017. Stratified cluster sampling was done to include the government and English medium schools in Bangalore south. All the school personnel in the selected schools were eligible to participate. The data collection tool was GSPS questionnaire (WHO FCTC Tobacco Control). Chi-square test and Fisher’s Exact Test was used to demonstrate cross tabulation with confidence intervals. Significance level of 0.05 was considered for statistical analyses Results : Majority of both Kannada and English medium school personnel did not use any forms of tobacco. Both the English and Kannada medium school personnel were aware of the addictive effect of tobacco, but majority of the Kannada medium personnel said second hand smoke is not harmful as compared to their counterparts. Conclusion: Tobacco use among school personnel was low. Most of the school personnel were informed about the addictive nature of tobacco.


Author(s):  
Priyanka . ◽  
R K Pal

Introduction: Excessive use of the Internet affects the academic achievements of students. This study aimed to investigate the prevalence of Internet addiction and the pattern of Internet use among undergraduate medical students. Method: This analytical cross-sectional study conducted on 177 undergraduate medical students in batch 2016, 2017 and 2018, who were included in this study by convenience sampling method. The study tool was  Young’s Internet Addiction Test containing questions regarding the pattern of Internet use. Data entry and analysis was done by using Microsoft excel and SPSS version 21. Qualitative data were described in terms of frequency and percentage while quantitative data were expressed as mean and standard deviation. Chi square test and multiple linear regression were used to find out the relationship between various factors and Internet Addiction (IA).  The significance level was considered 0.05. Results: The mean age of the participants was 20.3 years (± 1.19), and 62 % of the subjects were males. The prevalence rate of Internet Addiction (IA) was found to be 56.5% and 42.9% of them were in mild and 13.6% were in moderate addiction category. Being male (β= -0.143, p=0.038), staying at a hostel (β= 0.167, p=0.018), not having a time preference for using the Internet (β= -0.174, p=0.012), spending more time on the Internet everyday (β= 0.201, p=0.000), being always online (β= 0.276, p=0.000) and more years of using the Internet (β= 0.175, p=0.015) were significantly related with IA in students. Conclusion: A large proportion of medical students were found to be addicted to the Internet. Therefore, this issue should be addressed immediately.


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