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EFRA MEIRISKA BUDININGSIH
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GAMBARAN INTERNET GAMING DISORDER PADA SISWA DI SMP ‘X’ PURWOKERTO
Abstrak (Bhs. Indonesia)
Latar belakang: Pemanfaatan internet di Indonesia tahun 2017 untuk bermain game sebesar 54,13%. Bermain game yang tidak terkontrol dapat menyebabkan seseorang mengalami Internet Gaming Disorder (IGD). Dampak IGD bagi remaja antara lain berkurangnya waktu tidur, penurunan performa sekolah dan bahkan penurunan prestasi sekolah. Tujuan: Mengetahui gambaran Internet Gaming Disorder pada siswa di SMP ‘X’ Purwokerto. Metodologi: Penelitian deskripsi kuantitatif dengan desain crossectional. Pengambilan sampel menggunakan teknik total sampling yaitu 707 dari 811 siswa yang memenuhi kriteria inklusi dan eksklusi. Pengambilan data menggunakan kuesioner IGDS-9SF (Internet Gaming Disorder Scale Short Form) yang dianalisis secara univariat. Hasil: Analisis data menunjukan bahwa dari 707 siswa yang bermain game, 7 siswa laki-laki (1%) terdiagnosis Internet Gaming Disorder. Gambaran sembilan kriteria diagnosis IGD menunjukan kriteria escaping negative moods paling banyak dialami yaitu 114 siswa. Kesimpulan: Escaping negative moods merupakan kriteria yang paling banyak dialami yaitu 114 siswa, diikuti oleh kriteria preoccupation sebanyak 40 siswa, fuctional impairment 33 siswa, tolerance 19 siswa, unsuccessful attempts to control 15 siswa, withdrawal 14 siswa, continued use despite problems 14 siswa, deceiving 8 siswa dan loss of interest 7 siswa. Kata Kunci: game, internet gaming disorder, offline, online, remaja
Abtrak (Bhs. Inggris)
Background: The Internet usage in 2017 in Indonesia for playing games is 54,31%. Uncontrolled playing games activitiy may lead Internet gaming disorder (IGD). The impact of IGD for adolescent includes reduced sleep time, decreased both academic and non-academic peformances. Research Objective: Aimed to find out the description of Internet Gaming Disorder on students in SMP ‘X’ Purwokerto. Method: The design of this research is crossectional. The research uses total sampling as the sample taking technique wich are 707 students out of 811 of population. The samples ar qualified with inclusion and exclusion criteria. The data collection used quesioner IGDS-9SF (Internet Gaming Disorder Scale Short Form) with univariat analysis. Result: The data analysis shows that 7 male-students out of 707 students (1%) are diagnosed Internet Gaming Disorder. The description of nine criterias for IGD diagnosis shows that escaping negative moods criteris is the most criteria which 114 students experienced criteria. Conclusion: Escaping negative moods are the most experienced criteria of 114 students, followed by preoccupation criteria as many as 40 students, fuctional impairment 33 students, tolerance 19 students, unsuccessful attempts to control 15 students, withdrawal 14 students, continued use despite problems 14 students, deceiving 8 students and loss of interest 7 students. Keyword: adolescent, game, internet gaming disorder, offline, online
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