RELATIONSHIP BETWEEN STRESS LEVELS AND ONLINE GAME ADDICTION IN ADOLESCENTS

Nur Hidaayah, E. Yunitasari, Hanik Endang Nihayati, Imamatul Faizah, Hilliyatul Aulia Makhsusoh, Nunik Purwanti
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Abstract

Background: Factors that trigger stress in adolescents are academic, interpersonal, and family stress. The teenager will feel happy just by playing various game online applications contained in smartphones, but the problems that were previously faced were not resolved.  Objectives: This study aimed to determine the relationship between stress levels and online game addiction in adolescents at Hidayatul Ummah High School Surabaya. Methods: This study used an observational approach with a cross-sectional method. The population in this study were all students of classes X, XI, and XII, totaling 80 students. The sample size is 80 students with the Simple Random Sampling method. Data analysis using Spearman Rank test. The variables in this study are stress levels and online game addiction. The instrument used to measure stress level is a Perceived Stress Score (PSS) and Measurement of game addiction using the Indonesian Online Game Addiction Questionnaire. Results: The results of data analysis using the Spearman Rank test with the results = 0.002 which means there is a significant relationship between stress levels and online game addiction in adolescents at Hidayatul Ummah High School Surabaya. The results in this study were the students of grades X, XI, and XII at Hidayatul Ummah High School Surabaya experienced a moderate level of stress with online game addiction in the category of severe addiction. Conclusion: The level of stress with online game addiction carried out at Hidayatul Ummah High School Surabaya mostly experienced moderate stress levels and heavy category addiction to online games.
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青少年压力水平与网络游戏成瘾的关系
背景:引发青少年压力的因素有学业压力、人际压力和家庭压力。只要玩智能手机中包含的各种游戏在线应用程序,青少年就会感到快乐,但之前面临的问题并没有得到解决。目的:本研究旨在确定泗水Hidayatul Ummah高中青少年压力水平与网络游戏成瘾之间的关系。方法:本研究采用横断面观察方法。样本量为80名学生,采用简单随机抽样方法。数据分析采用Spearman秩检验。本研究的变量是压力水平和网络游戏成瘾。用于测量压力水平的工具是感知压力分数(PSS)和使用印度尼西亚在线游戏成瘾问卷的游戏成瘾测量。结果:数据分析结果采用Spearman秩检验,结果= 0.002,表明压力水平与泗水Hidayatul Ummah高中青少年网络游戏成瘾之间存在显著关系。本研究的结果是,泗水Hidayatul Ummah高中的十年级、十一年级和十二年级的学生在严重成瘾类别中经历了中等水平的网络游戏成瘾压力。结论:泗水Hidayatul Ummah高中学生的网络游戏成瘾压力水平以中等压力水平和重度网络游戏成瘾为主。
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