GAMBARAN INDIKASI KECANDUAN GAME ONLINE PADA REMAJA

Wahyu Iqbal Maulana, Maulana (2025) GAMBARAN INDIKASI KECANDUAN GAME ONLINE PADA REMAJA. Undergraduate thesis, Universitas Muhammadiyah Malang.

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Abstract

The rapid development of digital technology has increased the use of online games among adolescents. This study aims to describe the indications of online game addiction in adolescents and analyze the related psychological aspects. The study used a descriptive quantitative approach with a purposive sampling technique and involved 355 respondents from junior high and high school students who played online games for at least 6 hours per day. The research instrument was a scale developed based on aspects of Internet Gaming Disorder according to Young (2017), namely salience, excessive use, neglect work, anticipation, lack of control, and neglect of social life. The results showed that the majority of respondents (65.4%) were in the high addiction category. All aspects measured had a higher empirical mean value than the hypothetical mean, with excessive use (M = 15.2) and salience (M = 15) as the most dominant aspects. These findings indicate that adolescents tend to use games compulsively and make games the main focus of their lives.

Item Type: Thesis (Undergraduate)
Student ID: 201910230311162
Keywords: online game addiction, adolescents, play puration, psychological aspects, internet gaming disorder (IGD)
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Divisions: Faculty of Psychology > Department of Psychology (73201)
Depositing User: 201910230311162 iqbalmaulana
Date Deposited: 21 Aug 2025 05:48
Last Modified: 21 Aug 2025 05:48
URI: https://eprints.umm.ac.id/id/eprint/23089

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