Elbert, Regan (2021) Hubungan kecanduan game online terhadap stres pada mahasiswa pra-klinik Fakultas Kedokteran Universitas Pelita Harapan pada masa pandemi covid-19. Bachelor thesis, Universitas Pelita Harapan.
Text (Title)
Title.pdf Restricted to Repository staff only Download (1MB) |
||
|
Text (Abstract)
Abstract.pdf Available under License Creative Commons Attribution Non-commercial Share Alike. Download (296kB) | Preview |
|
|
Text (ToC)
ToC.pdf Available under License Creative Commons Attribution Non-commercial Share Alike. Download (782kB) | Preview |
|
|
Text (Chapter1)
Chapter1.pdf Available under License Creative Commons Attribution Non-commercial Share Alike. Download (390kB) | Preview |
|
Text (Chapter2)
Chapter2.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (1MB) |
||
Text (Chapter3)
Chapter3.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (474kB) |
||
Text (Chapter4)
Chapter4.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (669kB) |
||
Text (Chapter5)
Chapter5.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (1MB) |
||
Text (Chapter6)
Chapter6.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (233kB) |
||
|
Text (Bibliography)
Bibliography.pdf Available under License Creative Commons Attribution Non-commercial Share Alike. Download (1MB) | Preview |
|
Text (Appendices)
Appendices.pdf Restricted to Repository staff only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (550kB) |
Abstract
Latar Belakang : COVID-19 adalah penyakit menular yang pertama kali ditemukan berasal dari daerah Wuhan, Cina pada bulan Desember tahun 2019. Virus COVID-19 memiliki daya penularan yang sangat tinggi sehingga saat ini menyebabkan pandemi dan memaksa masyarakat untuk beraktivitas dari rumah. Pandemi COVID-19 tidak hanya berdampak pada kesehatan fisik tapi juga kesehatan mental. Salah satu kebiasaan baru yang ditemukan pada masyarakat setelah adanya pandemi ini adalah bermain game. Bermain game dinilai dapat memberikan rasa tenang tetapi beberapa jurnal mengatakan bahwa bermain game dapat menyebabkan kecanduan. Kecanduan bermain game online dapat berdampak buruk terhadap kesehatan mental. Maka dari itu, timbul sebuah keinginan untuk meneliti lebih lanjut mengenai topik ini. Tujuan penelitian : Mengetahui apakah kecanduan game online berdampak baik atau buruk terhadap tingkat stres pada masa pandemi COVID-19. Hipotesis : Kecanduan game online yang tinggi dapat meningkatkan stres. Metode penelitian : Penelitian ini menggunakan metode studi potong lintang (cross-sectional) pada 150 responden mahasiswa Fakultas Kedokteran Universitas Pelita Harapan yang menenuhi kriteria penelitian. Sampel penelitian diambil dengan metode simple random sampling. Peneliti meminta subjek untuk mengisi kuesioner IGDS9-SF dan DASS-21. Hasil yang didapat akan diolah menggunakan IBM SPSS versi 26.0 dengan metode analisis chi-square. Hasilnya bermakna apabila p < 0.05. Hasil Penelitian : Sebanyak 27 (29.7%) subjek penelitian dari 91 subjek penelitian memiliki perilaku bermain game yang bermasalah dan kecanduan. Diantaranya, terdapat 17 subjek penelitian (63.0%) yang mengalami stres. Perilaku kecanduan game online berisiko meningkatkan tingkat stres dengan hasil yang signifikan (pvalue = 0.006) Kesimpulan : Kecanduan game online berdampak buruk terhadap tingkat stres pada masa pandemi COVID-19. / Background : COVID-19 is an infectious disease that is found to originate from Wuhan, China in December 2019. COVID-19 virus has a very high infection rate that is has caused pandemic and forcing people to work from home. COVID-19 pandemic does not only affect people’s physical health but also mental health. A new habit that is found in people in this pandemic era is playing games. Playing games could give people a feeling of peace but some journal states that playing games could lead to addiction. Online game addiction could bring bad impacts on mental health. Based on this background, there is a will to research this topic more. Purpose : To know whether the online game addiction bring good or bad impact towards stress level in this pandemic era. Hypothesis : High online game addiction could raise stress level. Methods : This study used cross-sectional design on 150 students from the Faculty of Medicine of Pelita Harapan University that agrees to be part of the study and fulfills the criteria. The sampling method used in this study is simple random sampling. The participants are required to fill the IGDS9-SF and DASS-21 questionnaire. The results will be analyzed using IBM SPSS version 26.0 with chisquare analytical method. The results is significant if the p-value is <0.05. Keywords : Online game addiction, stress Results : 27 (29.7%) participants from 91 participants has a problematic and is addicted to gaming. In between, there are 17 participants (63.0%) participants that is having stress. Online gaming addiction is associated with increment of stress level with a significant result (p-value = 0.006). Summary : Online gaming addiction brings bad impact towards stress level in this pandemic era.
Item Type: | Thesis (Bachelor) | ||||||||
---|---|---|---|---|---|---|---|---|---|
Creators: |
|
||||||||
Contributors: |
|
||||||||
Uncontrolled Keywords: | kecanduan game online; stres; online gaming addiction; stress | ||||||||
Subjects: | R Medicine > R Medicine (General) | ||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Medicine > Medicine Current > Faculty/School - UPH Karawaci > Faculty of Medicine > Medicine |
||||||||
Depositing User: | Regan Elbert | ||||||||
Date Deposited: | 27 Oct 2021 00:36 | ||||||||
Last Modified: | 01 Mar 2022 02:57 | ||||||||
URI: | http://repository.uph.edu/id/eprint/42769 |
Actions (login required)
View Item |