scholarly journals Personality traits in online game addiction in Denpasar

2020 ◽  
Vol 1 (2) ◽  
pp. 32-34
Author(s):  
I Gusti Rai Putra Wiguna ◽  
Cokorda Bagus Jaya Lesmana ◽  
I Gde Raka Widiana

Background: One type of psychiatric disorder that is still controversial is online game addiction. A massively multiplayer online role-playing game (MMORPG) has the highest prevalence of game addiction, especially in Asian countries. The goal of this study was to see the correlation between personality traits, openness, conscientiousness, extraversion, agreeableness, and neuroticism with the occurrence of online game addiction. Methods: A cross-sectional study was conducted on 248 adult online games players throughout Denpasar through proportional stratified random sampling randomization by searching for online game addiction status based on Indonesian Game Online Questionnaires’ (IGOQ) and Five-Factor Personality Traits based on the International Personality Item Pool (IPIP NEO- PI). Results: The prevalence rate of online game addiction in online game center players in Denpasar obtained 27%, the majority are students, male, Hindu, Bali. On average, playing more than 35 hours a week and playing more than 12 hours in 1 session. From the analysis of personality traits, it was found that the traits of conscientiousness had a protective relationship between the occurrence of online game addiction with adjusted Odd Ratio was 0.895 (p <0.001). Conclusion: Personality traits tests focused on trait conscientiousness can be used as a screening for potential addictions.

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


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 Volume 14 ◽  
pp. 1415-1424 ◽  
Author(s):  
Kristyna Vrbova ◽  
Jan Prasko ◽  
Marie Ociskova ◽  
Michaela Holubova ◽  
Krystof Kantor ◽  
...  

Author(s):  
Atik Rohmawati Mulyaningsih ◽  
Tantut Susanto ◽  
Latifa Aini Susumaningrum

Playing online games is a favorite activity for adolescents to fill their free time. This habit affects the occurrence of addiction if done for a long time. In addition, the long duration of play leads to sedentary lifestyle behaviors, which contribute to overweight among adolescents. The purpose of this study was to identify the relationship between online gaming addiction and being overweight among adolescents in Jember district. The cross-sectional study design was conducted among 162 overweight students from 16 senior high schools in Jember with stratified random sampling. The development of the Indonesian online game addiction questionnaire is used to assess online game addiction, weight scales, and stature meters are used to measure body mass index (overweight). The Spearman Rank test was performed to answer the objective of this study. The results of this study indicate that body mass index in 162 adolescents is overweight (Median=1,44; Standard Deviation=0,26) which indicates obesity. Adolescents who were identified as having addiction in the study were (27,2%) and mild addictions were (72,8%). There was a significant relationship between online game addiction and overweight (r=0.212 ; p-value = 0.007). The sedentary lifestyle of online game addiction contributes to the occurrence of overweight among adolescents. Therefore, regular physical activity patterns need to be applied to reduce sedentary lifestyle and overweight problems among adolescents.ABSTRAKBermain game online menjadi kegiatan favorit bagi remaja untuk mengisi waktu luang. Kebiasaan ini berdampak pada terjadinya kecanduan jika dilakukan dalam waktu yang lama. Selain itu, durasi bermain yang cukup lama mengarah pada perilaku gaya hidup yang menetap, yang berkontribusi pada terjadinya kelebihan berat badan di kalangan remaja. Tujuan dari penelitian ini adalah untuk mengidentifikasi hubungan antara kecanduan game online dan kelebihan berat badan di kalangan remaja di Kabupaten Jember. Desain penelitian cross sectional dilakukan di antara 162 siswa yang kelebihan berat badan dari 16 SMA di Jember dengan stratified random sampling. Kuesioner The development of Indonesian online game addiction questionnaire digunakan untuk menilai kecanduan game online, timbangan berat badan dan stature meter digunakan untuk mengukur indeks massa tubuh (kegemukan). Analisis uji menggunakan uji spearman rank untuk menjawab tujuan penelitian ini. Hasil penelitian ini menunjukkan bahwa indeks massa tubuh pada 162 remaja adalah (M = 1,44; SD = 0,26) didapatkan median >1 untuk Z score antropometri yang mengindikasikan kegemukan. Remaja yang diidentifikasi mengalami kecanduan pada penelitian adalah (27,2%) dan kecanduan ringan adalah (72,8%). Terdapat hubungan yang signifikan antara kecanduan game online dan kegemukan (r = 0,212; p value = 0,007). Gaya hidup menetap dari kecanduan game online berkontribusi terhadap terjadinya kegemukan di kalangan remaja. Oleh karena itu, perlu diterapkan pola aktivitas fisik secara teratur untuk mengurangi gaya hidup yang menetap dan masalah kelebihan berat badan di kalangan remaja. [Penel Gizi Makan 2020, 43(1):11-20]


2019 ◽  
Vol 8 (1) ◽  
pp. 11-16
Author(s):  
S Paudyal ◽  
SP Ojha ◽  
P Tulachan ◽  
S Dhungana ◽  
R Kafle

Introduction: Suicide is an important, largely preventable public health problem. The occurrence of suicide and suicidal behavior has been increasing dramatically. There is a growing recognition that the personality traits is important risk factor for intentional self-harm (suicide/ purposely self-inflicted poisoning or injury). This study was done to assess the personality traits in patients presenting with intentional self-harm and relationship of intent of the self-harm with personality traits. Material And Method: A cross sectional study was conducted in patients presenting with Intentional self-harm to tertiary hospital emergency department. Patients who met inclusion criteria and gave consent during six months period were included, Socio demographic information and detailed history was taken. The suicide intent scale and five factor model rating form were administered to the patients. Results: Most patients who presented with intentional self –harm scored median score of 4 (high) in anger hostility, self-consciousness, impulsivity and altruism traits while in other traits they scored neutral score, which concluded that patients who presented with intentional self–harm were more bitter, short-tempered, timid, impulsive and sacrificial. The study showed that the relation of certain traits as anxiousness, impulsivity, vulnerability, gregariousness, ideas, trust, straightforwardness, altruism, competence, order and SIS grading was statistically significant (p=<0.05). Conclusion: Our findings suggest that patients who presented with intentional self–harm were more bitter, short–tempered, timid, impulsive and sacrificial. Further patients who committed intentional self harm with low intent were more impulsive, vulnerable, outgoing, haphazard and sloppy as compared to those who committed with high intent who were rather more anxious and sacrificial.


2013 ◽  
Vol 97 (2) ◽  
pp. 139-145 ◽  
Author(s):  
C. Dimopoulou ◽  
M. Ising ◽  
H. Pfister ◽  
J. Schopohl ◽  
G.K. Stalla ◽  
...  

SAGE Open ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 215824402091796
Author(s):  
Iva Burešová ◽  
Martin Jelínek ◽  
Jaroslava Dosedlová ◽  
Helena Klimusová

In line with the current psychological approach to health in general, mental health is perceived not only as the absence of psychopathological disorders, but also the presence of well-being. The study contributes to the identification of possible sources affecting mental health in adolescence. This cross-sectional study focuses on the role of personality traits, dispositional optimism, and perceived social support in predicting mental health in adolescence. Mental health was assessed using Mental Health Continuum, personality traits using Big Five Inventory, dispositional optimism using Life Orientation Test—Revised and social support by Close Relationships and Social Support Scale. The research sample consisted of 1,239 respondents aged 12 to 19 years (mean age 15.56 years), 54.3% females and 45.7 % males. Sequential regression analysis revealed that demographic variables and personality characteristics together explained 33.5% of mental health variance, the strongest predictors being extraversion and neuroticism. Including dispositional optimism and perceived social support resulted in a significant increase of the explained variance. All predictors together explained 46.0% of the mental health variance.


2010 ◽  
Vol 31 (5) ◽  
pp. 778-779
Author(s):  
Jitske Tiemensma ◽  
Nienke R. Biermasz ◽  
Roos C. van der Mast ◽  
Moniek J. E. Wassenaar ◽  
Huub A. M. Middelkoop ◽  
...  

ABSTRACT Objective Active acromegaly is associated with psychopathology, personality changes, and cognitive dysfunction. It is unknown whether, and to what extent, these effects are present after long-term cure of acromegaly. Aim The aim of the study was to assess psychopathology, personality traits, and cognitive function in patients after long-term cure of acromegaly. Design This was a cross-sectional study. Patients and Methods We studied 68 patients after long-term cure (13 ± 1 yr) of acromegaly and 68 matched controls. We compared these data with 60 patients treated for nonfunctioning pituitary macroadenomas (NFMAs) and 60 matched controls. Psychopathology was assessed using the Apathy Scale, Irritability Scale, Hospital Anxiety and Depression Scale, and Mood and Anxiety Symptoms Questionnaire short-form and personality by the Dimensional Assessment of Personality Pathology short-form (DAPP). Cognitive function was assessed by 11 tests. Results Compared with matched controls, patients cured from acromegaly scored significantly worse on virtually all psychopathology questionnaires and on several subscales of the DAPP. Compared with NFMA patients, patients cured from acromegaly scored worse on negative affect (P = 0.050) and somatic arousal (P = 0.009) and seven of 18 subscales of the DAPP (P &lt; 0.05). Cognitive function in patients cured from acromegaly did not differ from matched controls or patients treated for NFMA. Conclusion Patients with long-term cure of acromegaly show a higher prevalence of psychopathology and maladaptive personality traits but not cognitive dysfunction, compared with matched controls and patients treated for NFMA. These results suggest irreversible effects of previous GH excess, rather than effects of pituitary adenomas per se and/or their treatment, on the central nervous system.


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