Hubungan Durasi Bermain Game Online dengan Masalah Mental dan Emosional pada Remaja Usia 16 - 18 tahun di SMA Masehi Kudus

Haryanto, Fransisca (2025) Hubungan Durasi Bermain Game Online dengan Masalah Mental dan Emosional pada Remaja Usia 16 - 18 tahun di SMA Masehi Kudus. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Latar Belakang : Remaja banyak mengalami tekanan mental dan emosi sehingga banyak remaja yang mengalami gangguan emosional. Gangguan emosional ini memberikan dampak buruk bagi para remaja dari penurunan prestasi belajar, kenakalan remaja, masalah bersosialisasi dengan orang lain dan perilaku seksual yang menyimpang. Game Online merupakan salah satu pemicu dalam pengaruh masalah mental emosional pada kehidupan seorang remaja yang berdampak pada perkembangan sikap dan perilaku terhadap lingkungannya. Telah dilaporkan mengenai hubungan durasi bermain game online dengan masalah mental dan emosional yang dilakukan dibeberapa daerah. Namun belum banyak diteliti pada wilayah yang lebih luas atau daerah-daerah kecil, yaitu di SMA Masehi Kudus. Tujuan Penelitian : Mengetahui hubungan durasi bermain game online dengan masalah mental emosional pada remaja usia 16-18 tahun si SMA Masehi Kudus. Hipotesis : Tidak terdapat hubungan durasi bermain game online terhadap masalah mental dan emosional pada remaja usia 16-18 tahun. Metode Penelitian : Peneliatian ini menggunakan studi belah lintang atau cross sectional dengan studi analitik komparatif tidak berpasangan. Sampel penelitian adalah remaja usia 16018 tahun di SMA Masehi Kudus yang bermain game online. Kuesioner yang digunakan adalah Strength and Difficulties Questionnaire (SDQ) untuk menilai masalah mental dan emosional yang dialami oleh remaja. Pengumpulan data akan ditabulasi dengan Microsoft Excel dan SPSS 26.0, kemudian hubungan antara kedua variable tersebut akan dianalisa dengan uji statistik metode Chi-square. Hasil : Jumlah sampel penelitian adalah 58 subjek. Subjek paling banyak yaitu pada responden laki-laki dan durasi bermain game online paling banyak dilakukan yaitu >3jam->5jam perhari. Kesimpulan : Tidak terdapat hubungan yang signifikan antara durasi bermain game online dengan gejala emosional, masalah perilaku, hiperaktivitas, dan hubungan antar sesama pada remaja usia 16-18 tahun (p>0,05). Kata Kunci : Durasi bermain game online, masalah mental dan emosional. / Background : Teenagers experience a lot of mental and emotional stress so that many teenagers experience emotional disorders. These emotional disorders have a negative impact on teenagers from decreased academic achievement, juvenile delinquency, problems socializing with others and deviant sexual behavior. Online games are one of the triggers in the influence of mental emotional problems on a teenager's life which has an impact on the development of attitudes and behavior towards their environment. It has been reported about the relationship between the duration of playing online games and mental and emotional problems carried out in several areas. However, there has not been much research in a wider area or small areas, namely in SMA Masehi Kudus. Research Objective : To determine the relationship between the duration of playing online games and mental emotional problems in adolescents aged 16-18 years at Kudus Christian High School. Hypothesis : There is a relationship between the duration of playing online games and mental and emotional problems in adolescents aged 16-18 years. Research Method : This study used a cross-sectional study with an unpaired comparative analytical study. The sample of the study was adolescents aged 16-18 years at SMA Masehi Kudus who played online games. The questionnaire used was the Strength and Difficulties Questionnaire (SDQ) to assess mental and emotional problems experienced by adolescents. Data collection will be tabulated with Microsoft Excel and SPSS 26.0, then the relationship between the two variables will be analyzed using the Chi-square statistical test method. Result : The number of research samples was 58 subjects. The most subjects were male respondents and the duration of playing online games was most often done, namely >3 hours->5 hours per day. Conclusion : There is no significant relationship between the duration of playing online games with emotional symptoms, behavioral problems, hyperactivity, and interpersonal relationships in adolescents aged 16-18 years (p>0.05). Key words : online gaming duration, mental and emotional problems.
Item Type: Thesis (Bachelor)
Creators:
Creators
NIM
Email
ORCID
Haryanto, Fransisca
NIM01071200029
fransiscachristie94@gmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Contributor
Halim, Anita
NIDN4549759660230162
UNSPECIFIED
Contributor
Widjaja, Melanie
NIDN1449758659230142
UNSPECIFIED
Contributor
Yahya, Corry
NIDN5261764665230323
UNSPECIFIED
Uncontrolled Keywords: durasi bermain game online, masalah mental dan emosional
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: FRANSISCA CHRISTIE HARYANTO
Date Deposited: 11 Jun 2025 12:48
Last Modified: 11 Jun 2025 12:48
URI: http://repository.uph.edu/id/eprint/68472

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