Tingkat adiksi game online pada remaja di SMAN 1 Kasihan Bantul

M. Rizki Farhan, Khristina Dias Utami, Retno Sumiyarini
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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.
《超人1》中青少年的网络游戏成瘾率令人遗憾
背景:全球互联网用户已达45亿。这个数字表明,60%或超过一半的地球人口一直在使用互联网。目的:了解卡西汗班图尔sman1青少年网络游戏成瘾水平。方法:采用横断面方法的描述性定量研究设计。本研究的人群为X班的青少年,采用分层随机抽样的方法,共招募286人,共100个样本。结果:从研究结果来看,在76名(76%)受访者中,sman1卡西汉青少年的成瘾程度明显属于轻度(55%)。结论:kasasihan Bantul sman1青少年存在轻度网络游戏成瘾。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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