{"title":"Perbedaan Skor Risiko Kecanduan Video Game Berdasarkan Strategi Koping pada Remaja SMA","authors":"Luklu Latifah, Ronny Tri Wirasto, Intan Nurjannah","doi":"10.22146/jkkk.67509","DOIUrl":null,"url":null,"abstract":"Background: Coping is an important mediator for teenagers in response to stressors, and video games are widely used by teenagers to reduce the perceived stressors. Senior high school students are the group that commonly play and have a high risk of being addicted to video games.Objective: To determine differences in the risk of video games addiction based on coping strategies in Muhammadiyah 1 Yogyakarta school teenagers.Methods: This research was a quantitative comparative descriptive study with a cross-sectional design conducted on 156 teenagers in Muhammadiyah 1 Yogyakarta school in February 2020. Data were collected using the COPE Inventory and IGDS9-SF. Data analyzed using univariate analysis and bivariate using Kruskal Wallis and a post Hoc test using Mann-Whitney.Results: Most respondents were male (51,3%), aged 16 years old (47,4%), who began playing video games at the age >8 years old (6,4%), have played video games for £4 hours in a day (87,8%), and frequency 1-3 days a week (61,5%). There were no respondents with a risk of video game addiction (0%). Most respondents were classified into uncategorized coping strategies (89,1%). The religious coping component was mostly preferred (mean = 13,55), while substance using ranked the least (mean = 4,49). The results showed a significant difference between the types of coping strategies with video games addiction risk scores (p <0,05).Conclusion: Video games addiction risk scores in SMA Muhammadiyah 1 Yogyakarta teenagers differed significantly based on their coping strategies. ABSTRAKLatar belakang: Koping merupakan mediator penting bagi remaja dalam menanggapi stresor dan video game banyak digunakan oleh remaja untuk mengurangi stresor yang dirasakan. Remaja SMA merupakan kelompok yang kerap bermain dan berisiko tinggi mengalami kecanduan video game.Tujuan: Mengetahui perbedaan risiko kecanduan video game berdasarkan jenis strategi koping pada remaja di SMA Muhammadiyah 1 Yogyakarta.Metode: Penelitian ini merupakan penelitian deskriptif komparatif dengan desain cross-sectional yang dilakukan pada 156 remaja di SMA Muhammadiyah 1 Yogyakarta pada bulan Februari 2020. Data dikumpulkan menggunakan COPE Inventory dan IGDS9-SF. Analisis data berupa analisis univariat dan bivariat dengan Kruskal Wallis dan uji post hoc menggunakan uji Mann Whitney.Hasil: Mayoritas responden berjenis kelamin laki-laki (51,3%), berusia 16 tahun (47,4%), pertama kali bermain video game pada usia >8 tahun (65,4%), bermain video game dengan durasi £4 jam dalam sehari (87,8%), dan frekuensi 1-3 hari dalam seminggu (61,5%). Tidak ada responden yang memiliki risiko kecanduan video game (0%). Koping tidak terkategori paling banyak digunakan (89,1%). Komponen koping ‘kembali kepada agama’ paling banyak digunakan (mean = 13,55), sementara ‘penggunaan zat’ paling sedikit digunakan (mean = 4,49). Hasil uji beda terdapat perbedaan signifikan antara jenis strategi koping dengan skor risiko kecanduan video game (p<0,05). Simpulan: Skor risiko kecanduan video game pada remaja SMA Muhammadiyah 1 Yogyakarta berbeda secara signifikan berdasarkan strategi koping yang dimiliki.","PeriodicalId":287362,"journal":{"name":"Jurnal Keperawatan Klinis dan Komunitas","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Keperawatan Klinis dan Komunitas","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22146/jkkk.67509","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Background: Coping is an important mediator for teenagers in response to stressors, and video games are widely used by teenagers to reduce the perceived stressors. Senior high school students are the group that commonly play and have a high risk of being addicted to video games.Objective: To determine differences in the risk of video games addiction based on coping strategies in Muhammadiyah 1 Yogyakarta school teenagers.Methods: This research was a quantitative comparative descriptive study with a cross-sectional design conducted on 156 teenagers in Muhammadiyah 1 Yogyakarta school in February 2020. Data were collected using the COPE Inventory and IGDS9-SF. Data analyzed using univariate analysis and bivariate using Kruskal Wallis and a post Hoc test using Mann-Whitney.Results: Most respondents were male (51,3%), aged 16 years old (47,4%), who began playing video games at the age >8 years old (6,4%), have played video games for £4 hours in a day (87,8%), and frequency 1-3 days a week (61,5%). There were no respondents with a risk of video game addiction (0%). Most respondents were classified into uncategorized coping strategies (89,1%). The religious coping component was mostly preferred (mean = 13,55), while substance using ranked the least (mean = 4,49). The results showed a significant difference between the types of coping strategies with video games addiction risk scores (p <0,05).Conclusion: Video games addiction risk scores in SMA Muhammadiyah 1 Yogyakarta teenagers differed significantly based on their coping strategies. ABSTRAKLatar belakang: Koping merupakan mediator penting bagi remaja dalam menanggapi stresor dan video game banyak digunakan oleh remaja untuk mengurangi stresor yang dirasakan. Remaja SMA merupakan kelompok yang kerap bermain dan berisiko tinggi mengalami kecanduan video game.Tujuan: Mengetahui perbedaan risiko kecanduan video game berdasarkan jenis strategi koping pada remaja di SMA Muhammadiyah 1 Yogyakarta.Metode: Penelitian ini merupakan penelitian deskriptif komparatif dengan desain cross-sectional yang dilakukan pada 156 remaja di SMA Muhammadiyah 1 Yogyakarta pada bulan Februari 2020. Data dikumpulkan menggunakan COPE Inventory dan IGDS9-SF. Analisis data berupa analisis univariat dan bivariat dengan Kruskal Wallis dan uji post hoc menggunakan uji Mann Whitney.Hasil: Mayoritas responden berjenis kelamin laki-laki (51,3%), berusia 16 tahun (47,4%), pertama kali bermain video game pada usia >8 tahun (65,4%), bermain video game dengan durasi £4 jam dalam sehari (87,8%), dan frekuensi 1-3 hari dalam seminggu (61,5%). Tidak ada responden yang memiliki risiko kecanduan video game (0%). Koping tidak terkategori paling banyak digunakan (89,1%). Komponen koping ‘kembali kepada agama’ paling banyak digunakan (mean = 13,55), sementara ‘penggunaan zat’ paling sedikit digunakan (mean = 4,49). Hasil uji beda terdapat perbedaan signifikan antara jenis strategi koping dengan skor risiko kecanduan video game (p<0,05). Simpulan: Skor risiko kecanduan video game pada remaja SMA Muhammadiyah 1 Yogyakarta berbeda secara signifikan berdasarkan strategi koping yang dimiliki.
背景:应对是青少年对压力源反应的重要中介,而电子游戏被青少年广泛用于减少感知压力源。高中生是玩电子游戏最常见的群体,也有很高的上瘾风险。目的:确定基于应对策略的Muhammadiyah 1日惹学校青少年电子游戏成瘾风险的差异。方法:本研究是一项定量比较描述性研究,采用横断面设计,于2020年2月对Muhammadiyah 1日惹学校的156名青少年进行了研究。使用COPE量表和IGDS9-SF收集数据。数据分析采用单因素分析,双因素分析采用Kruskal Wallis,事后检验采用Mann-Whitney。结果:大多数受访者是男性(51.3%),年龄在16岁(47.4%),从8岁以上开始玩电子游戏(6.4%),每天玩电子游戏4小时(87.8%),每周玩1-3天(61.5%)。没有受访者有电子游戏成瘾的风险(0%)。大多数被调查者被归类为未分类的应对策略(89.1%)。宗教应对成分最受欢迎(平均= 13,55),而物质使用排名最低(平均= 4,49)。结果显示,应对策略类型与电子游戏成瘾风险得分之间存在显著差异(p 8 tahun(65,4%),主要电子游戏dengan durasi£4 jam dalam sehari (87,8%), dan frekuensi 1-3 hari dalam seminggu(61,5%)。日本人对电子游戏的回答是:“我是杨健林”(0%)。Koping tidak terkategori paling banyak digunakan(89.1%)。Komponen koping ' kembali kepada agama ' paling banyak digunakan(平均= 13,55),sementara ' penggunaan zat ' paling sedikit digunakan(平均= 4,49)。Hasil里头beda terdapat perbedaan signifikan安塔拉jenis strategi山岳dengan skor risiko kecanduan视频游戏(p < 0 05)。Simpulan: Skor risiko kecanduan视频游戏pada remaja SMA Muhammadiyah 1日惹berbeda secara signfikan berdasarkan strategy koping yang dimiliki。