ADIKSI GAME PADA REMAJA DITINJAU DARI PERBEDAAN JENIS KELAMIN DAN UMUR
DOI:
https://doi.org/10.31004/jkt.v6i1.42314Keywords:
adiksi, game, remajaAbstract
Tingkat keparahan bermain game didefinisikan sebagai jumlah jam yang digunakan sebagai ukuran tingkat adikitf dalam permainan daring. Beberapa game yang menjadi pilihan siswa/i adalah free fire, PUBG dan mobile legend. Ketiga game ini adalah game yang saat ini menjadi tren dikalangan siswa. Siswa yang memainkan game online secara berlebihan dapat menimbulkan adiksi dan dampak negatif yang lain seperti pengabaian terhadap tugas sekolah dan kemampuan bersosialisasi dengan lingkungan sekitar. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan pendekatan korelasional. Sampel dalam penelitian ini dipilih dengan menggunakan teknik purposive sampling. Jumlah sampel dalam penelitian ini adalah 83 siswa/i kelas 1-3 SMP di Sulawesi Utara. Siswa laki-laki (54%) lebih banyak dibandingkan siswa perempuan (46%). Selanjutnya dari sisi umur, siswa paling banyak berada pada usia 13 tahun (54%), dilanjutkan siswa usia 15 tahun (34%). Siswa paling sedikit berada pada usia 11 tahun (1%). Siswa lebih banyak berada dalam tahap adiksi (53%) dibandingkan non adiksi (47%). Hasil penelitian menunjukkan bahwa umur tidak berhubungan secara signifikan terhadap adiksi yang terjadi pada siswa (p-value=0.230). Sementara jenis kelamin berhubungan signifikan dengan adiksi (p-value=0.000). Hal ini tentu saja menjadi perhatian untuk mengawasi anak dalam memainkan game online terutama laki-laki. Olehnya itu, disarankan kepada orangtua dan sekolah untuk mengawasi aktivitas anak dalam memainkan game online.References
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