Arentha Ayu Pitakasari, Kandar Kandar, Agung Pambudi
{"title":"网络游戏曝光关系暴力青少年暴力行为事件","authors":"Arentha Ayu Pitakasari, Kandar Kandar, Agung Pambudi","doi":"10.26714/JKJ.5.2.2017.96-102","DOIUrl":null,"url":null,"abstract":"Game online adalah jenis permainan komputer yang memanfaatkan jaringan komputer. Permainan pada game online kebanyakan menampilkan adegan agresif yang secara tanpa sadar perilaku agresif tersebut akan terekam dalam memori alam bawah sadar remaja sehingga sikap agresif pada remaja begitu mudah terbentuk. Penelitian ini bertujuan untuk mengetahui hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Penelitian ini merupakan deskriptif analitik dengan pendekatan cross sectional dan sampel diambil secara total dari populasi yang berjumlah 42 responden. Pengambilan data menggunakan kuesioner dan dianalisis menggunakan uji statistik Chi – Square tabel 2 x 2. Uji Chi – Square didapatkan nilai p = 0.733, p > 0.005 disimpulkan tidak ada hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Responden yang sering terpapar game online berunsur kekerasan berjumlah 31 responden ( 73,8%) dan yang jarang berjumlah 11 responden (26,2%). Responden yang berperilaku tidak agresif agresif berjumlah 25 responden (59,5%) dan responden yang berperilaku agresif berjumlah 17 responden (40,5%). Kata kunci: Game online, perilaku agresif RELATIONSHIP OF ONLINE GAME EXPOSURE TO VIOLENCE TOWARDS AGRESSIVE BEHAVIOR IN ADOLESCENTS ABSTRACTThe online game is a type of computer games that utilize a computer network. Most online games on games featuring aggressive scenes that are unknowingly aggressive behavior will be recorded in the memory of the unconscious teenager so aggressive attitude on adolescent so easily formed. This research goal to know the relationship of exposure to online gaming fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. This research is a descriptive analytic with cross sectional approach and samples taken in total from a population numbering 42 respondents. Data taken by a questionnaire and analyzed using statistical test of Fisher. Fisher obtained value p = 0.733 p>0,005 concluded there is no relationship of exposure to online gaming fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. Respondents who were often exposed to online gaming fraternity violence amounted to 31 (73,8%) and respondents who seldom numbered 11 respondents (26.2%). Respondents who don’t behave aggressively aggressive totaled 25 respondents (59,5%) and respondents who behave aggressively totaled 17respondents (40.5%). Keywords: online game, aggressive behavior","PeriodicalId":33952,"journal":{"name":"Jurnal Ilmu Keperawatan Jiwa","volume":"4 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-02-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"HUBUNGAN PAPARAN GAME ONLINE BERUNSUR KEKERASAN TERHADAP KEJADIAN PERILAKU AGRESIF PADA REMAJA\",\"authors\":\"Arentha Ayu Pitakasari, Kandar Kandar, Agung Pambudi\",\"doi\":\"10.26714/JKJ.5.2.2017.96-102\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Game online adalah jenis permainan komputer yang memanfaatkan jaringan komputer. Permainan pada game online kebanyakan menampilkan adegan agresif yang secara tanpa sadar perilaku agresif tersebut akan terekam dalam memori alam bawah sadar remaja sehingga sikap agresif pada remaja begitu mudah terbentuk. Penelitian ini bertujuan untuk mengetahui hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Penelitian ini merupakan deskriptif analitik dengan pendekatan cross sectional dan sampel diambil secara total dari populasi yang berjumlah 42 responden. Pengambilan data menggunakan kuesioner dan dianalisis menggunakan uji statistik Chi – Square tabel 2 x 2. Uji Chi – Square didapatkan nilai p = 0.733, p > 0.005 disimpulkan tidak ada hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Responden yang sering terpapar game online berunsur kekerasan berjumlah 31 responden ( 73,8%) dan yang jarang berjumlah 11 responden (26,2%). Responden yang berperilaku tidak agresif agresif berjumlah 25 responden (59,5%) dan responden yang berperilaku agresif berjumlah 17 responden (40,5%). Kata kunci: Game online, perilaku agresif RELATIONSHIP OF ONLINE GAME EXPOSURE TO VIOLENCE TOWARDS AGRESSIVE BEHAVIOR IN ADOLESCENTS ABSTRACTThe online game is a type of computer games that utilize a computer network. Most online games on games featuring aggressive scenes that are unknowingly aggressive behavior will be recorded in the memory of the unconscious teenager so aggressive attitude on adolescent so easily formed. This research goal to know the relationship of exposure to online gaming fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. This research is a descriptive analytic with cross sectional approach and samples taken in total from a population numbering 42 respondents. Data taken by a questionnaire and analyzed using statistical test of Fisher. Fisher obtained value p = 0.733 p>0,005 concluded there is no relationship of exposure to online gaming fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. Respondents who were often exposed to online gaming fraternity violence amounted to 31 (73,8%) and respondents who seldom numbered 11 respondents (26.2%). Respondents who don’t behave aggressively aggressive totaled 25 respondents (59,5%) and respondents who behave aggressively totaled 17respondents (40.5%). 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HUBUNGAN PAPARAN GAME ONLINE BERUNSUR KEKERASAN TERHADAP KEJADIAN PERILAKU AGRESIF PADA REMAJA
Game online adalah jenis permainan komputer yang memanfaatkan jaringan komputer. Permainan pada game online kebanyakan menampilkan adegan agresif yang secara tanpa sadar perilaku agresif tersebut akan terekam dalam memori alam bawah sadar remaja sehingga sikap agresif pada remaja begitu mudah terbentuk. Penelitian ini bertujuan untuk mengetahui hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Penelitian ini merupakan deskriptif analitik dengan pendekatan cross sectional dan sampel diambil secara total dari populasi yang berjumlah 42 responden. Pengambilan data menggunakan kuesioner dan dianalisis menggunakan uji statistik Chi – Square tabel 2 x 2. Uji Chi – Square didapatkan nilai p = 0.733, p > 0.005 disimpulkan tidak ada hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Responden yang sering terpapar game online berunsur kekerasan berjumlah 31 responden ( 73,8%) dan yang jarang berjumlah 11 responden (26,2%). Responden yang berperilaku tidak agresif agresif berjumlah 25 responden (59,5%) dan responden yang berperilaku agresif berjumlah 17 responden (40,5%). Kata kunci: Game online, perilaku agresif RELATIONSHIP OF ONLINE GAME EXPOSURE TO VIOLENCE TOWARDS AGRESSIVE BEHAVIOR IN ADOLESCENTS ABSTRACTThe online game is a type of computer games that utilize a computer network. Most online games on games featuring aggressive scenes that are unknowingly aggressive behavior will be recorded in the memory of the unconscious teenager so aggressive attitude on adolescent so easily formed. This research goal to know the relationship of exposure to online gaming fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. This research is a descriptive analytic with cross sectional approach and samples taken in total from a population numbering 42 respondents. Data taken by a questionnaire and analyzed using statistical test of Fisher. Fisher obtained value p = 0.733 p>0,005 concluded there is no relationship of exposure to online gaming fraternity violence against the incidence of aggressive behavior in teenagers in Bulustalan village. Respondents who were often exposed to online gaming fraternity violence amounted to 31 (73,8%) and respondents who seldom numbered 11 respondents (26.2%). Respondents who don’t behave aggressively aggressive totaled 25 respondents (59,5%) and respondents who behave aggressively totaled 17respondents (40.5%). Keywords: online game, aggressive behavior