Ang, Xavier Manuel (2022) Hubungan adiksi video game terhadap gangguan kecemasan pada remaja tengah akhir = Association between video game addiction and anxiety disorder in late teens. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Latar Belakang: Video games adalah sarana hiburan bagi para pemainnya. Jika memainkan video game secara berlebihan, maka dapat menyebabkan kecanduan. Hal ini dapat menyebabkan kecemasan. Beberapa penelitian menunjukan hubungan yang signifikan antara adiksi video game dengan gangguan kecemasan. Kecemasan merupakan gangguan mental yang paling sering terjadi. Di Indonesia terdapat sekitar 26,8 juta penduduk atau sekitar 9,8 persen dari jumlah penduduk Indonesia yang mengalami gangguan mental. Dengan dilakukannya penelitian ini, diharapkan dapat membantu mengurangi prevalensi dari gangguan kecemasan yang ada di Indonesia. Tujuan Penelitian: Mengetahui hubungan antara adiksi video game terhadap gangguan kecemasan pada remaja tengah akhir. Metode Penelitian: Penelitian ini menggunakan metode potong lintang (cross sectional) dengan melibatkan minimal 92 responden yang telah setuju untuk terlibat dan memenuhi kriteria penelitian. Data dianalisis menggunakan uji statistik chi-square dan regresi logistik pada SPSS 23.0. Hasil Penelitian: Didapatkan 116 sampel dengan 7 responden mengalami adiksi video game yang memiliki hubungan signifikan dengan gangguan kecemasan pada remaja tengah akhir (p-value 0,028; OR 6,316; 95%CI 1,305 - 30,559). Kesimpulan: Terdapat hubungan signifikan antara adiksi video game dengan gangguan kecemasan pada remaja tengah akhir. Kata Kunci: adiksi, video game, gangguan kecemasan / Background: Video games are a means of entertainment for the players. If you play video games excessively, it can lead to addiction. This can cause anxiety. Several studies have shown a significant relationship between video game addiction and anxiety disorders. Anxiety is the most common mental disorder. In Indonesia, there are about 26.8 million people or about 9.8 percent of the total population of Indonesia who experience mental disorders. With this research, it is hoped that it can help reduce the prevalence of anxiety disorders in Indonesia. Objective: Understand the relationship between video game addiction and the anxiety disorders in mid to late adolescents. Methods: This study used a cross sectional method involving 92 respondents who had agreed to be involved and met the research criteria. Data were analyzed using chi-square statistical test and logistic regression in SPSS 23.0. Results: Obtained 116 samples with 7 respondents experiencing video game addiction which has a significant relationship with anxiety disorders in mid to late adolescents (p-value 0,028; OR 6,316; 95%CI 1,305 - 30,559). Conclusions: There is a significant relationship between video game addiction and anxiety disorders in mid to late adolescents. Keywords: addiction, video game, anxiety disorder
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Ang, Xavier Manuel 01071190022 xavier.manuel.ang20@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Butarbutar, John Christian Parsaoran NIDN0329067002 johnbutar2@gmail.com |
Uncontrolled Keywords: | adiksi; video game; gangguan kecemasan |
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: | Xavier Manuel Ang |
Date Deposited: | 05 Jul 2022 05:13 |
Last Modified: | 05 Jul 2022 05:13 |
URI: | http://repository.uph.edu/id/eprint/48357 |