The Crisis of Religious Identity in the Young Generation

Anggreni Bako, A. Ananda
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Abstract

This research aims to determine the impact of identity crisis on adolescents due to online games in Simberuna Village, Sitellu Tali Urang Jehe District, Pakpak Bharat Regency. This research is a qualitative descriptive type of research that describes and explains in the form of an in-depth description and analysis of a real situation and situation, namely regarding "Identity Crisis in Adolescents Due to Online Games in Simberuna Village, Sitellu District, Tali Urang Jehe, Pakpak Bharat Regency". This type of descriptive research is more concerned with explaining the relationship between the symptoms and targets studied. The results obtained from this study are (1) Adolescents experience an identity crisis because they have problems with their ability to control emotions, have problems placing themselves with their peers, have problems with their appearance, and do not get the right figure to achieve a good self-identity because it is fun to play games online. (2) The impact caused by online games is being unable to make important decisions about themselves, reduced interest in learning from teenagers who are already addicted, often procrastinating work, and not socializing with the surrounding environment because they are engrossed in playing online games.
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年轻一代的宗教认同危机
本研究旨在了解Pakpak Bharat县Sitellu Tali Urang Jehe区Simberuna村网络游戏对青少年身份危机的影响。本研究是一种定性描述性的研究,以深入描述和分析一个真实的情况和情况的形式进行描述和解释,即关于“Tali Urang Jehe, Pakpak Bharat Regency, Sitellu District Simberuna Village,青少年因网络游戏而产生的身份危机”。这种类型的描述性研究更关注于解释所研究的症状和目标之间的关系。本研究得出的结果是:(1)青少年经历身份危机,因为他们在控制情绪的能力上有问题,在与同龄人的位置上有问题,在外表上有问题,并且因为玩网络游戏很有趣而没有得到正确的身材来实现良好的自我认同。(2)网络游戏造成的影响是无法对自己做出重要的决定,降低了对已经上瘾的青少年的学习兴趣,经常拖延工作,并且因为沉迷于网络游戏而不与周围环境交往。
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