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ANALISIS KEPARAHAN KECANDUAN GAME ONLINE PADA REMAJA (STUDI KASUS SMP NEGERI 3 KESESI)
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Online games have grown rapidly, offering an exciting and interactive entertainment experience, which has attracted the attention of millions of players from various age groups, especially teenagers. According to data from the Central Statistics Agency (BPS) in 2023, children aged 0-18 years dominated the online game market with a percentage of 46.2%. Playing online games continuously can affect the condition of adolescents both positively and negatively, one of the negative impacts of which is the emergence of online game addiction. Adolescents who are addicted to online games will certainly have an impact on their lives such as the emergence of physical, mental, psychosocial behavioral health problems, and other problems. The purpose of this study was to determine the picture of online game addiction in adolescents. This study is a type of quantitative research with a descriptive design. The respondents in this study were 105 students of SMP Negeri 3 Kesesi with a sampling technique, namely total sampling. Measurement of online game addiction variables was carried out using the Game Addiction Scale (GAS) instrument. Univariate data analysis using frequency distribution. The results of the study showed that 60% of respondents were included in the category of mild online game addiction as many as 63 respondents, moderate addiction 29.5% (31 respondents), severe addiction 9.5% (10 respondents), and not addicted 1% (1 respondent). Although the results of this study indicate that most respondents are included in the category of mild online game addiction, there are respondents who are included in the category of moderate and severe addiction so that this condition requires serious attention from various related parties such as schools, parents and teenagers themselves. Various prevention efforts are needed so that teenagers do not experience online game addiction at a more severe level, such as providing education about the rules for using online games.
Badan Perencanaan Pembangunan Daerah dan Penelitian dan Pengembangan
Title: ANALISIS KEPARAHAN KECANDUAN GAME ONLINE PADA REMAJA (STUDI KASUS SMP NEGERI 3 KESESI)
Description:
Online games have grown rapidly, offering an exciting and interactive entertainment experience, which has attracted the attention of millions of players from various age groups, especially teenagers.
According to data from the Central Statistics Agency (BPS) in 2023, children aged 0-18 years dominated the online game market with a percentage of 46.
2%.
Playing online games continuously can affect the condition of adolescents both positively and negatively, one of the negative impacts of which is the emergence of online game addiction.
Adolescents who are addicted to online games will certainly have an impact on their lives such as the emergence of physical, mental, psychosocial behavioral health problems, and other problems.
The purpose of this study was to determine the picture of online game addiction in adolescents.
This study is a type of quantitative research with a descriptive design.
The respondents in this study were 105 students of SMP Negeri 3 Kesesi with a sampling technique, namely total sampling.
Measurement of online game addiction variables was carried out using the Game Addiction Scale (GAS) instrument.
Univariate data analysis using frequency distribution.
The results of the study showed that 60% of respondents were included in the category of mild online game addiction as many as 63 respondents, moderate addiction 29.
5% (31 respondents), severe addiction 9.
5% (10 respondents), and not addicted 1% (1 respondent).
Although the results of this study indicate that most respondents are included in the category of mild online game addiction, there are respondents who are included in the category of moderate and severe addiction so that this condition requires serious attention from various related parties such as schools, parents and teenagers themselves.
Various prevention efforts are needed so that teenagers do not experience online game addiction at a more severe level, such as providing education about the rules for using online games.
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