Online Game Addiction Among High School Students ([Bünyamin Ayhan] [Selahattin Çavuş])


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 26 (5) ◽  
pp. 445-452
Author(s):  
Abd. Aziz ◽  
Bagus Wahyu Setyawan ◽  
Kundharu Saddhono

The development of computer technology gradually increases. An artificial intelligence-based system also begins to be developed and used in various fields. One product of artificial intelligence is an expert system, used for psychological field. This study aimed to explain and describe the using of expert system to diagnose online game addiction to Junior High School Students. This is based on online game addiction phenomenon happening to Indonesian student especially in Junior High School. The implementation of this expert system used certainty factor method. Steps for developing this system were divided into four, namely designing expert system or architecture of expert system, representing knowledge, designing database, and testing and implementing the system. The results indicate that this system is divided into two domains, including user and admin. The user domain is provided for users who are willing to do online consultations using system expert application. Meanwhile, the admin domain is provided for an admin to manage each datum and question from the user who conducts an online consultation. From 1000 samples, it is obtained that 69% amongst total samples of Junior High School Student have a low-level addiction to online game, 25% experience medium-level addiction, and 6% are highly addicted.





2017 ◽  
Vol 25 (1) ◽  
pp. 13-19 ◽  
Author(s):  
Jiaming Rao ◽  
Haiqing Wang ◽  
Minhui Pang ◽  
Jianwei Yang ◽  
Jiayi Zhang ◽  
...  

ObjectivesCyberbullying research in China is in early stage. This study describes the cyberbullying experiences of junior and senior high school students in Guangzhou, China, and to examine the risk factors associated with cyberbullying perpetrators, victims and perpetrator-victims among students. We also investigated the frequency of cyberbullying and coping strategies of student victims.MethodsParticipants were 2590 students in grades 7, 8, 9 and 10 from six junior and senior high schools in October 2015 in Guangzhou, in south China, who completed a questionnaire. Data on participants' experiences with cyberbullying perpetration and victimisation during the previous 6 months were collected. Multinomial logistic regression was used to analyse factors associated with being perpetrators, victims and perpetrator-victims.ResultsIn this sample, 28.0% (725) of participants reported being a perpetrator and 44.5% (1150) reported being a victim in the previous 6 months. Specifically, 2.9% (74) reported being perpetrators only, 19.3% (499) reported being victims only and 25.2% (651) reported being perpetrator-victims (both perpetrator and victim). In addition, flaming was the most common form of cyberbullying in both perpetration and victimisation. Logistic regression analyses indicated that online game addiction in participants was associated with increased odds of being a perpetrator only; no democratic parenting style in the mother and physical discipline by parents were associated with increased odds of being a victim only; male students, students with low academic achievement, those spending over 2 hours a day online, experiencing physical discipline from parents and online game addiction were associated with increased odds of both perpetration and victimisation.ConclusionsCyberbullying is a common experience among Chinese junior and senior high school students. These findings add to the empirical data on cyberbullying and reinforce the urgent need for cyberbullying prevention in China. Furthermore, from the perspective of practice, it is important to raise our awareness of cyerbullying and reduce the risk factors.



2021 ◽  
Vol 2 (1) ◽  
pp. 24-36
Author(s):  
Nela Sari Yolanda ◽  
Yessy Marzona ◽  
Lailatul Husna ◽  
Safinah Azmir

Online Game is a game that entertain which is by connected by a network, so that it can be played between one player and another player in different places. As a matter of fact, Online Game can have a negative impact, that is an addiction. Students who are addicted to play online game have been influenced by several factors, the factor of facility, individual factors, family factors, social factors, and the online game itself. An analysis that can be used to look at the factors that influence addiction online game in private senior high school students in the city of Padang is a logistic regression analysis.This type of research is experimental research and the population in this study are private senior high school students in Padang City who play online game on a smartphone. The sample in this research are about to 96 respondents and the sampling technique used was technique non probability sampling with the sampling method accidental sampling and using a questionnaire. Based on the research results, we obtained the factors that influence it and factors that significantly influence addiction online game in students private SMA is a facility, family, and types game online.



2021 ◽  
Author(s):  
Burçak KESKİN ◽  
Burcu GÜVENDİ23 ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
Onat ÇETİN2

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.



2019 ◽  
Vol 35 (3) ◽  
pp. 444-452
Author(s):  
Seyhan Bekir ◽  
Eyüp Çelik

En este estudio, el objetivo fue examinar el nivel de adicción a los juegos en línea entre los estudiantes de secundaria en términos de necesidades psicológicas básicas y búsqueda de sensaciones. El grupo de estudio consistió en 214 estudiantes de secundaria, 150 de los cuales eran hombres y 64 mujeres. Los datos del estudio se recolectaron utilizando la Escala de Adicción a los Juegos en Línea, la Escala de Necesidades Psicológicas Básicas y la Escala de Búsqueda de Sensaciones. La variable dependiente de la investigación es la adicción a los juegos en línea, mientras que las variables independientes son la búsqueda de emoción, las necesidades psicológicas básicas, el género, el tipo de juego en línea que el individuo aprende en línea y el tipo de juego en línea. El análisis de regresión múltiple se utilizó para determinar si las variables independientes predijeron la variable dependiente. De acuerdo con el resultado del análisis de correlación, se ha encontrado que existe una relación positiva y significativa entre la adicción al juego en línea y la búsqueda de sensaciones y las necesidades psicológicas básicas. In this study, it was aimed to examine the level of online game addiction among high school students in terms of basic psychological needs, sensation seeking and some variables. The study group of the study consisted of 214 high school students, 150 of whom were male and 64 female. Data from the study were collected using the Online Game Addiction Scale, the Basic Psychological Needs Scale, and the Sensation Seeking Scale. The dependent variable of the research is the online game addiction, while the independent variables are the search for excitement, basic psychological needs, gender, the type of online game the individual learns online and the type of online game played. Multiple regression analysis was used to determine whether the independent variables predicted the dependent variable. In addition, it was determined by independent sample t test whether the level of online gaming addiction differed according to sex, and at the same time whether the individual was different according to the type of online game or not was also examined by one way variance analysis. According to the result of correlation analysis, it has been found that there is a positive and significant relationship between online gaming addiction and the sensation seeking and basic psychological needs. Besides, it was also determined that the level of online game addiction differ statistically significantly depending on the variables such as gender, from whom the game was learned and the type of online game.



2021 ◽  
Author(s):  
Tomonari Irie ◽  
Hiroki Shinkawa ◽  
Masanori Tanaka ◽  
Kengo Yokomitsu

Studies have found that adolescents’ in-game purchases are related to psychosocial problems. In-game purchases, including loot boxes, are relatively new systems; therefore, the associated problems have not been fully examined. This study considered whether adolescents plan for in-game purchases and examined the issues related to the purchasing style. We surveyed 1,052 Japanese high school students (591 females, 443 males, and 18 unknowns, aged 15–18) on their online game-playing status, in-game purchases, gaming problems, and depression symptoms. The results revealed that adolescents who made unplanned purchases users had a greater degree of problems than those who planned their purchases. Among the non-planners, loot box users had poorer mental health than non-users of loot boxes. These results suggest that to prevent psychosocial problems associated with problematic gaming among adolescents, it is important to pay attention to unplanned purchases and loot boxes.



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