Tingkat adiksi game online pada remaja di SMAN 1 Kasihan Bantul

Authors

  • M. Rizki Farhan Universitas Jenderal Achmad Yani Yogyakarta
  • Khristina Dias Utami Ibu kandung
  • Retno Sumiyarini Universitas Jenderal Achmad Yani Yogyakarta

DOI:

https://doi.org/10.30989/mik.v12i1.826

Keywords:

Level Addiction, Teenagers

Abstract

Background: Internet users have reached 4.5 billion worldwide. This number indicates that 60% or more than half of the earth’s population has been using the Internet. Objective: To identify the level of online game addiction among teenagers at SMAN 1 Kasihan Bantul. Methods: Used a descriptive quantitative research design of a cross-sectional approach. The population of this research was teenagers in the X class in a total of 286 recruited through stratified random sampling technique which was resulting in 100 samples. Results: From the research result, it was evident that most of the addiction levels among the teenagers at SMAN 1 Kasihan fell into the light category (<55%) in a total of 76 respondents (76%). Conclusion: It was shown that the teenagers at SMAN 1 Kasihan Bantul experience a light online game addiction.

References

Kemp S. Global Internet Use Accelerate.

Arif M. Penetrasi dan Profil Penggna Internet Indonesia. Indonesia Internetservice Provider Association.

Marni, Astuti EP, Nurrakhmad B. Pemahaman Tentang Bahaya Narkoba Dan Rokok Pada Remaja. Media Ilmu Kesehat 2020; 8: 217–224.

Adams E. Fundamental of Game Design third edition. San Francisco: New Riders., 2013.

Fariz A. Gamers dalam Permainan Game Online Dota 2 di Warung Internet Tumang Game Online Kabupaten Jember. Skripsi. Universitas Muhammadiyah Jember., 2017.

Rokom. Inilah Dampak Kecanduan Game Online. Kementrian Kesehatan Republik Indonesia.

Stuart G, Keliat BA. Prinsip dan Praktik Keperawatan Jiwa Stuart. Jakarta: Elsevier Ltd., 2016.

WHO. Retrieved from World Health Organizatio. World Health Organization.

Ulfa M, Risdayati R. Pengaruh kecanduan game online terhadap perilaku remaja di mabes game center jalan hr. subrantas kecamatan tampan pekanbaru. J Online Mhs Fak Ilmu Sos Dan Ilmu Polit Univ Riau 2017; 4: 1–13.

Paaben B, Morgenroth T, Stratemeyer M. What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture. Sex Roles 2017; 76: 421-435.

Khoiri NF. Dampak Bermain Game Online Mobile Legends Terhadap Perilaku Toxic Disinhibition Online. Skripsi. IAIN Ponorogo, 2021.

Tobing IDL. Hubungan Durasi dan Frekuensi Bermain Game Online Dengan Masalah Mental Emosional pada Remaja di SMP Negeri 1 Medan TA 2015/2016. Skripsi. Universitas Sumatera Utara, 2016.

Kusumawati R, Aviani YI, Molina Y. Perbedaan tingkat kecanduan (adiksi) games online pada remaja ditinjau dari gaya pengasuhan. J RAP (Riset Aktual Psikol Univ Negeri Padang) 2017; 8: 2087–8699.

Yanti NF, Marjohan M, Sarfika R. Tingkat adiksi game online siswa SMPN 13 Padang. J Ilm Univ Batanghari Jambi 2019; 19: 684–687.

WHO. Retrieved from World Health Organizatio. World Health Organization., 2019.

Brand JE, Todhunter S, Jervis J. Digital Australia 2018 (DA18). Bond University.

Published

2023-03-24

How to Cite

1.
Farhan MR, Utami KD, Sumiyarini R. Tingkat adiksi game online pada remaja di SMAN 1 Kasihan Bantul. Media ilmu kesehatan [Internet]. 2023 Mar. 24 [cited 2024 Dec. 22];12(1):21-7. Available from: https://ejournal.unjaya.ac.id/index.php/mik/article/view/826