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    Hubungan Durasi dan Frekuensi Bermain Game Online Dengan Masalah Mental Emosional pada Remaja di SMP Negeri 1 Medan T.A. 2015/2016

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    Date
    2015
    Author
    Tobing, Immanuel Dio L.
    Advisor(s)
    Effendy, Elmeida
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    Abstract
    Technology advancement and convenient access, make children and adolescents spend more time playing game online. There are positive and negative impacts associated with playing game online. One of the effects that can be caused by playing game online are mental health problems such as mental emotional problem. Research of game online playing pattern with mental emotional problem is important for prior detection to prevent delayed treatment. To analyze correlation of duration and frequency of playing game online with emotional symptoms, conduct problem, hyperactivity, peer problems, and prosocial behavior in adolescents. This study uses analytic cross sectional study design. Subjects were students of SMP Negeri 1 Medan aged 13-15 years selected by consecutive sampling. Data were collected using Strength Difficulties Questionnaire (SDQ), respondent characteristics questionnaire, and form data game online players. Correlation hypothesis test between duration and frequency of playing game online with mental emotional problems were analyzed with Spearman. The sample size is 47 subjects. The mean duration of playing game online is 3,69±1,63 hours per week with minimum value 1 hour and maximum 8 hours. The mean frequency of playing game online is 4,01±1,62 times per week with minimum value 1 time and maximum 9 times. There is a significant relationship between duration and frequency of playing game online with emotional symptoms, conduct problem, hyperactivity, peer problems in adolescent aged 13-15 years mental emotional disorder on conduct problems in adolescent aged 13-15 years (p<0,05).
     
    Kemajuan teknologi dan akses yang mudah, membuat jumlah waktu anakanak dan remaja yang menghabiskan waktu untuk bermain game online semakin meningkat. Terdapat berbagai dampak positif maupun negatif yang berkaitan dengan bermain game online. Salah satu dampak yang dapat diakibatkan oleh bermain game online adalah masalah kesehatan jiwa seperti masalah mental. Penelitian mengenai pola bermain game online dengan masalah mental emosional penting dilakukan untuk deteksi dini guna mencegah terjadinya keterlambatan penanganan. Menganalisis hubungan durasi dan frekuensi bermain game online dengan gejala emosional, masalah perilaku, hiperaktivitas, masalah hubungan antar sesama, dan perilaku prososial pada remaja. Penelitian ini menggunakan metode analitik dengan rancangan studi belah lintang (cross sectional). Subjek penelitian adalah siswa SMP Negeri 1 Medan usia 13-15 tahun yang dipilih secara consecutive sampling. Pengambilan data dilakukan menggunakan kuesioner Strength Difficulties Questionnaire (SDQ), kuesioner karakteristik responden, dan lembar data pemain game online. Uji hipotesis korelasi antara durasi dan frekuensi bermain game online dengan masalah mental emosional dianalisis dengan uji korelasi Spearman. Jumlah sampel penelitian adalah 47 subjek. Rerata durasi bermain game online adalah 3,69±1,63 jam per minggu dengan nilai minimal 1 jam dan maksimal 8 jam. Rerata frekuensi bermain game online adalah 4,01±1,62 kali per minggu dengan nilai minimal 1 kali dan maksimal 9 kali. Terdapat hubungan bermakna antara durasi dan frekuensi bermain game online dengan gejala emosional, masalah perilaku, hiperaktivitas, dan hubungan antar sesama pada remaha usia 13-15 tahun (p<0,05).

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    http://repositori.usu.ac.id/handle/123456789/2801
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    Repositori Institusi Universitas Sumatera Utara (RI-USU)
    Universitas Sumatera Utara | Perpustakaan | Resource Guide | Katalog Perpustakaan
    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV