M. Rizki Farhan, Khristina Dias Utami, Retno Sumiyarini
{"title":"Tingkat adiksi game online pada remaja di SMAN 1 Kasihan Bantul","authors":"M. Rizki Farhan, Khristina Dias Utami, Retno Sumiyarini","doi":"10.30989/mik.v12i1.826","DOIUrl":null,"url":null,"abstract":"Background: Internet users have reached 4.5 billion worldwide. This number indicates that 60% or more than half of the earth’s population has been using the Internet. Objective: To identify the level of online game addiction among teenagers at SMAN 1 Kasihan Bantul. Methods: Used a descriptive quantitative research design of a cross-sectional approach. The population of this research was teenagers in the X class in a total of 286 recruited through stratified random sampling technique which was resulting in 100 samples. Results: From the research result, it was evident that most of the addiction levels among the teenagers at SMAN 1 Kasihan fell into the light category (<55%) in a total of 76 respondents (76%). Conclusion: It was shown that the teenagers at SMAN 1 Kasihan Bantul experience a light online game addiction.","PeriodicalId":340508,"journal":{"name":"MEDIA ILMU KESEHATAN","volume":"69 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"MEDIA ILMU KESEHATAN","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30989/mik.v12i1.826","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: Internet users have reached 4.5 billion worldwide. This number indicates that 60% or more than half of the earth’s population has been using the Internet. Objective: To identify the level of online game addiction among teenagers at SMAN 1 Kasihan Bantul. Methods: Used a descriptive quantitative research design of a cross-sectional approach. The population of this research was teenagers in the X class in a total of 286 recruited through stratified random sampling technique which was resulting in 100 samples. Results: From the research result, it was evident that most of the addiction levels among the teenagers at SMAN 1 Kasihan fell into the light category (<55%) in a total of 76 respondents (76%). Conclusion: It was shown that the teenagers at SMAN 1 Kasihan Bantul experience a light online game addiction.