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dc.contributor.advisorEyanoer, Putri Chairani
dc.contributor.authorHaekal, Mohammad
dc.date.accessioned2018-06-25T01:37:48Z
dc.date.available2018-06-25T01:37:48Z
dc.date.issued2017
dc.identifier.urihttp://repositori.usu.ac.id/handle/123456789/3699
dc.description.abstractBackground: The technology of online gaming has rapidly developed within the past decade, with online games becoming one of the major daily entertainments for millions of people. People who play online games spent an average time more than 30 hours weekly, which cause in having psychological and physical disorders. Objective: To identify the association of playing online games intensity with the occurrence of stress, depression, social phobia, sleep disturbances and aggressive behaviour. Method: This study is an analytical research with cross-sectional design. The online games players in several internet cafes that meet the inclusion criteria are recruited. The intensity of playing online games and the incidence of stress, depression, social phobia, sleep disturbances and aggressive behavior in their daily life, are assessed by using questionnaires. Result: From the total 81 respondents with an average age of 21.74 ± 2.86 this study find a significant relationship intensity of online games players intensity with the occurrence of stress, depression, social phobia and sleep disturbance. However there is no significant association with aggressive behavior. Conclusion: There is a significant relationship on the intensity of playing online games to stress, depression, social phobia and sleep disturbance.en_US
dc.description.abstractLatar Belakang: Teknologi game online telah berkembang pesat dalam satu dekade terkahir, sehingga menjadikan game online sebagai suatu hiburan utama bagi jutaan orang tiap harinya baik bagi para anak-anak, remaja, bahkan orang dewasa. Rata-rata waktu yang dihabiskan untuk bermain game online perminggu tidak jarang lebih 30 jam tiap minggunya, sehingga memungkinkan bagi para pemain game online untuk mengalami gangguan psikis maupun fisik pada tubuhnya. Tujuan: Mengetahui hubungan intensitas bermain game online dengan terjadinya stres, depresi, social phobia, gangguan tidur serta perilaku agresif. Metode: Penelitian analitik dengan desain cross-sectional. Para pemain game online di beberapa warung internet yang memenuhi kriteria inklusi akan dinilai intensitas bermain game online dan kejadian stress, depresi, social phobia, gangguan tidur serta perilaku agresif dalam kesehariannya, dengan melakukan pengisian kuisioner. Hasil: Dari total 81 responden dengan rata-rata usia 21,74 ± 2,86 terdapat adanya hubungan yang siknifikan pada intensitas bermain game online terhadap terjadinya stres terhadap depresi, social phobia serta gangguan tidur. Kesimpulan: Didapati hubungan yang signifikan pada intensitas bermain game online terhadapa stres, depresi, social phobia serta gangguan tidur.en_US
dc.language.isoiden_US
dc.subjectOnline Gamesen_US
dc.subjectStressen_US
dc.subjectDepressionen_US
dc.subjectSocial Phobiaen_US
dc.subjectSleep Disorderen_US
dc.subjectAggressive Behavioren_US
dc.titleHubungan Intensitas Bermain Game Online Terhadap Terjadinya Stres, Depresi, Social Phobia, Gangguan Tidur Serta Perilaku Agresifen_US
dc.typeThesisen_US
dc.identifier.nimNIM140100158en_US
dc.identifier.submitterZulhelmi
dc.description.typeSkripsi Sarjanaen_US


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