Yanuar Fahrizal, Ani Risma Wati, Puji Sutarjo, Neil M Martin
{"title":"自我隔离大学生网络游戏行为研究","authors":"Yanuar Fahrizal, Ani Risma Wati, Puji Sutarjo, Neil M Martin","doi":"10.20884/1.jks.2023.18.1.6609","DOIUrl":null,"url":null,"abstract":"Self-quarantining is one of the coping mechanisms used during the pandemic. However, it can negatively affect the sufferer. Self-quarantine causes many students to play online games excessively. Understanding students' online game behavior during self-quarantine can help to prevent online game addiction and encourage positive self-quarantine activities. This study aims to investigate the online gaming experience during self-quarantine for university students who tested positive for COVID-19 during the pandemic. Phenomenological qualitative research was used. The study’s sample consists of ten university students from Yogyakarta who tested positive for COVID-19 and played online games during self-quarantine. Purposeful sampling was utilized, and data were collected through semi-structured in-depth interviews. The Colaizi method was then used to analyze the data. The results indicated four themes: (1) the changes in online gaming behaviors before and after being tested positive for COVID-19; (2) the influencing factors on online gaming behavior before and during self-quarantine, (3) the impacts of parenting styles on online gaming behaviors, and (4) the impacts/consequences of online gaming behaviors. Overall, during self-quarantine, the students changed their behavior during online gaming, which was influenced by internal and external factors. They also became aware of the consequences of excessive online gaming","PeriodicalId":337731,"journal":{"name":"Jurnal Keperawatan Soedirman","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Online Gaming Behaviour of University Students Undergoing Self-Quarantine\",\"authors\":\"Yanuar Fahrizal, Ani Risma Wati, Puji Sutarjo, Neil M Martin\",\"doi\":\"10.20884/1.jks.2023.18.1.6609\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Self-quarantining is one of the coping mechanisms used during the pandemic. However, it can negatively affect the sufferer. Self-quarantine causes many students to play online games excessively. Understanding students' online game behavior during self-quarantine can help to prevent online game addiction and encourage positive self-quarantine activities. This study aims to investigate the online gaming experience during self-quarantine for university students who tested positive for COVID-19 during the pandemic. Phenomenological qualitative research was used. The study’s sample consists of ten university students from Yogyakarta who tested positive for COVID-19 and played online games during self-quarantine. Purposeful sampling was utilized, and data were collected through semi-structured in-depth interviews. The Colaizi method was then used to analyze the data. The results indicated four themes: (1) the changes in online gaming behaviors before and after being tested positive for COVID-19; (2) the influencing factors on online gaming behavior before and during self-quarantine, (3) the impacts of parenting styles on online gaming behaviors, and (4) the impacts/consequences of online gaming behaviors. Overall, during self-quarantine, the students changed their behavior during online gaming, which was influenced by internal and external factors. They also became aware of the consequences of excessive online gaming\",\"PeriodicalId\":337731,\"journal\":{\"name\":\"Jurnal Keperawatan Soedirman\",\"volume\":\"37 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-03-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Keperawatan Soedirman\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.20884/1.jks.2023.18.1.6609\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Keperawatan Soedirman","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20884/1.jks.2023.18.1.6609","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The Online Gaming Behaviour of University Students Undergoing Self-Quarantine
Self-quarantining is one of the coping mechanisms used during the pandemic. However, it can negatively affect the sufferer. Self-quarantine causes many students to play online games excessively. Understanding students' online game behavior during self-quarantine can help to prevent online game addiction and encourage positive self-quarantine activities. This study aims to investigate the online gaming experience during self-quarantine for university students who tested positive for COVID-19 during the pandemic. Phenomenological qualitative research was used. The study’s sample consists of ten university students from Yogyakarta who tested positive for COVID-19 and played online games during self-quarantine. Purposeful sampling was utilized, and data were collected through semi-structured in-depth interviews. The Colaizi method was then used to analyze the data. The results indicated four themes: (1) the changes in online gaming behaviors before and after being tested positive for COVID-19; (2) the influencing factors on online gaming behavior before and during self-quarantine, (3) the impacts of parenting styles on online gaming behaviors, and (4) the impacts/consequences of online gaming behaviors. Overall, during self-quarantine, the students changed their behavior during online gaming, which was influenced by internal and external factors. They also became aware of the consequences of excessive online gaming