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Analytics

Rindhy Mei Adzelina; Ita Apriliyani; Tri Sumarni

Jurnal Ilmu Kesehatan dan Gizi 2026 Pusat Riset dan Inovasi Nasional

Online games are one of the digital entertainment activities widely favored by adolescents; however, high-intensity use can lead to psychological impacts, one of which is anxiety. Anxiety in adolescents is characterized by feelings of restlessness, irritability, difficulty concentrating, and sleep disturbances, especially when they are unable to play online games or when they experience defeat in the game. This study aimed to determine the relationship between the intensity of online game use and the level of anxiety among adolescents. This study used a quantitative design with a cross-sectional approach, involving 113 respondents selected using a cluster sampling technique. The research instruments used were the DASS questionnaire and an online game usage intensity questionnaire, and the data were analyzed using univariate and bivariate analysis. The respondents in this study were adolescents from SMAN 1 Wanadadi, most of whom were 16 years old (49.6%) and predominantly female (61.9%). The intensity of online game use was mostly in the moderate category (55.8%), while the level of anxiety was mostly in the mild category (89.0%). The results showed that most respondents had a moderate level of online game usage intensity and a mild level of anxiety. Bivariate analysis indicated that there was no significant relationship between the intensity of online game use and the level of anxiety among adolescents, with a p-value of 0.425 and a contingency coefficient value of 0.076. Therefore, it can be concluded that there is no relationship between the intensity of online game use and the level of anxiety among adolescents.

Graeny Andini Paseru; Delsi Mona Kombong; Kurnia Bato Kendek

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to provide a detailed overview of efforts in counseling and guidance programs that teach self-control skills to children whose gaming habits are causing problems. When children spend too much time playing online video games, it can negatively impact their mental health. Problems with emotional regulation, irritability, and lack of self-control in daily life are possible consequences. Appropriate counseling and guidance services are needed to help children develop more adaptive skills to manage their emotions. This study used extensive qualitative data and followed a case study technique. A child whose gaming addiction was causing problems for him participated in the study. Data analysis included tasks such as data reduction, data presentation, and drawing conclusions; data collection methods included documentation, interviews, and observation. Based on the findings, guidance and counseling programs can teach children self-control strategies to help them manage their emotions, reduce irritation, and become more self-aware when playing online games. Therefore, teaching children self-control skills may be a good way to help them overcome negative feelings that arise from playing online video games.

I Gede Arta

Federalisme : Jurnal Kajian Hukum dan Ilmu Komunikasi 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to determine (1) the forms of legal protection that exist in Indonesia in protecting children from negative visual and verbal content in online games, and (2) the legal responsibility of online game electronic system organizers for exposure to negative visual and verbal content in children. The type of research used is normative juridical with a statutory and conceptual approach. The data used are secondary data obtained through document studies, with qualitative descriptive analysis techniques. The results of the study show that legal protection for children from negative visual and verbal impacts in online games is regulated through various regulations, including Law Number 35 of 2014 concerning Child Protection, Law Number 11 of 2008 concerning Electronic Information and Transactions, Government Regulation Number 71 of 2019 concerning the Implementation of Electronic Systems and Transactions, and Regulation of the Minister of Communication and Information Technology Number 5 of 2021 and Number 2 of 2024. However, its implementation still faces obstacles such as weak age verification, non-objective independent classification, and easily circumvented language filtering. The legal responsibility of online game electronic system organizers for negative visual and verbal content on children can result in administrative or criminal sanctions, according to the Child Protection Law and iRegulation of ithe Minister iof Communication and Information Technology Number 5 of 2021.

Febriyanti, Alvyana Putri; Annurudiya, Annurudiya; Windrayadi , Yosia Dian Purnama

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2025 FEB Universitas Maritim Semarang

This study aims to analyze the relationship between the intensity of playing the online game Mobile Legends and the consumptive behavior of university students at Universitas PGRI Ronggolawe Tuban. The research was motivated by the growing phenomenon of digital consumption among students, particularly through virtual item purchases via microtransactions. A quantitative correlational approach was employed, using purposive sampling involving 40 active student players of Mobile Legends. Research instruments consisted of Likert-scale questionnaires measuring two main variables: gaming intensity (frequency and duration) and consumptive behavior (impulsive buying, wastefulness, and non-rational consumption). Data were analyzed using Spearman’s rho correlation test, revealing a positive and significant relationship between gaming intensity and consumptive behavior (r = 0.558; p < 0.05). These findings indicate that higher gaming intensity increases students’ tendency toward hedonic and symbolic digital consumption. The study highlights that students’ consumptive behavior in the digital era is shaped not only by economic factors but also by social influence, self-control, and emotional gratification. The research implies the need for enhanced digital financial literacy and self-regulation awareness among students to mitigate excessive consumptive behavior.

Maulana Ihsan Zarkasih; Nurul Mustaqimmah

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Trash talking, as a form of cyberbullying, is often found in internet gaming cafes such as White Wolf Arena and refers to harmful actions such as insinuating, insulting or verbally abusing other players. This phenomenon occurs through voice or text messaging features in anonymous virtual communication, triggering negative behaviours such as trolling and AFK. The vocabulary of Trash talking includes animal words, adjectives, objects, conditions, and human organs. This study aims to analyse the Trash talking behaviour of Valorant players using a descriptive qualitative method with seven purposively selected informants. Data were collected through interviews, observation, and documentation, and analysed using the Miles and Huberman technique with data triangulation. The results showed that Trash talking behaviour is influenced by sociopsychological and situational factors. The communication media used include voice chat, text chat, and stickers, where the detection system is more effective on text. Virtual communication showed varied Trash talking vocabulary and different levels of offensiveness between voice chat and text. This research identified behaviour, media and virtual communication as the main aspects of Trash talking in Valorant.

Cindy Alya Putri; Annisaa Irsalina Razita; Nila Mahardika Tiara Sari; Zulfiqli Kurniawan

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Saat ini penggunaan game online di kalangan mahasiswa sangat meningkat, salah satunya yaitu game online, mahasiswa sering meluangkan waktu untuk bermain Mobile Legends. Hal ini menyebabkan terganggunya aktivitas akademik pada dunia perkuliahan. Penelitian ini bertujuan untuk mengetahui tingkat prokrastinasi dari pengaruh bermain game online Mobile Legends pada Mahasiswa Teknik Informatika Universitas Muhammadiyah Ponorogo dengan menggunakan metode kualitatif. Sampel penelitian ini diambil dari mahasiswa Teknik Informatika angkatan 2022. Pada penelitian ini menggunakan pendekatan deskriptif kualitatif yang dilakukan dengan menjabarkan fakta dan data yang didapat dari sumber data yang ada. Data diambil menggunakan wawancara dan observasi angket. Penelitian ini menunjukan bahwa game online Mobile Legends mempengaruhi perilaku prokrastinasi pada mahasiswa. Hal ini dapat ditunjukan mahasiswa yang memainkan Mobile Legends menunda tugas dengan sengaja. Oleh karena itu, disarankan agar mahasiswa Teknik Informatika Universitas Muhammadiyah Ponorogo dapat mengurangi intensitas bermain Mobile Legends untuk mengurangi prokrastinasi akademik. Dari Universitas juga dapat memberikan sosialisasi pengaruh intensitas bermain Mobile Legends terhadap pengaruh akademik.

Catherine.S.Lorentz Sitorus; Devi Patricia Hutagalung; Yuliana Sari

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Currently we see how the development of mobile phones has greatly influenced games or video games. Now with Android-equipped phones that can load more data stored on the phone, "games that previously could only be played offline are being developed, such as games on the Internet that can be played online indefinitely"¹, in this case. , games are also developed with the term "online games" which use data in their work. This continuously developing game then influences the lives of teenagers. The number of mobile devices is also increasing, this also has the influence of mobile legends which also increase the needs of children during the Covid pandemic, so the number of mobile phones also increases. In this magazine we will tell you about the effects of the Mobile Legends game. This research explains the influence of the Mobile Legends game on teenage behavior. This game is now widely spread among teenagers and has an impact on their socially unhealthy development in society.    

Puput Yulianingrum; Wasis Eko Kurniawan; Indri Heri Susanti

Jurnal Ilmu Keperawatan dan Kebidanan 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Today's youth cannot be separated from gadgets. Gadgets are not only used as a communication tool, but tend to be used to carry out online activities, one of which is online games. The environment of the game is based on violent plot activity, aggression and even gender intimidation. Aggressive actions taken by children as a result of playing games can appear because they lack or even do not care about real life. The study aims to determine the relationship between the use of online games and aggressive verbal behavior in adolescents in Bumisari Village, Bojongsari District, Purbalingga Regency. The sampling technique with a total sampling of 89 teenagers. Data collection was carried out using a questionnaire on the use of online games and aggressive behavior. The results showed that there was a relationship between the use of online games and verbal aggressive behavior in adolescents in Bumisari Village, Bojongsari District, Purbalingga Regency. The results of the correlation test using the Spearman Rho test showed a value of p = 0.001 or p = ≤ 0.05. The correlation value (r) was obtained r = 0.349 which indicates a moderate (moderate) correlation strength between the use of online games and verbal aggressive behavior. The correlation value of r = 0.349 shows a positive relationship, which means that the higher the intensity of using online games, the higher the aggressive verbal behavior will be. The conclusion is that online games are related to verbal aggressive behavior in adolescents

Endrik Endrik; Muhammad Hanif

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2022 Pusat Riset dan Inovasi Nasional

Game online merupakan salah satu bentuk kemajuan teknologi komunikasi fenomena ini sudah menjadi fenomena yang umum dalam masyarakat tentunya dengan adanya game online membuat suatu masalah baru yang timbul didalam masyarakat, pemuda yang merupakan bagian dari masyarakat tentu sangat potensial, pemuda dalam masyarakat desa Air Dingin sangat potensial serta aktif bersosial dan bermasyarakat dengan memanfaatkan teknologi komunikasi salah satunya dengan bermain game online, game online ini mempunyai banyak jenis atau genre selain itu juga tentu mempunyai dampak positif dan negatif bagi pemain. Adapun tujuan penelitian ialah mengetahui dampak game online terhadap prilaku sosial pemuda desa Air Dingin. Jenis penelitian ini ialah penelitian kualitatif deskriptif dengan mengukapkan gambaran fenomena dilapangan dan menghasilkan data data deskriptif berupa kata-kata terkait dengan dampak game online terhadap perilaku sosial pemuda desa Air Dingin, analisis data yang dipakai dengan metode triangulasi data, teknik pengumpulan data dengan menggunakan wawancara, observasi, dokumentasi.

Nurhijah Nurhijah; Didik Tri Setiyoko; H. Agus Purnomo

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2022 Pusat Riset dan Inovasi Nasional

This research was conducted at the SDN Pengaradan 03 Kecamatan Tanjung, Kabupaten Brebes. The purpose of this study is 1) To determine the learning achievement of students. 2) To determine the factors that influence student learning achievement. 3) To find out efforts to minimize online game play on learning achievement. This study uses a qualitative approach, while the data collection uses the interview method, observation method and documentation method. The results of this study are 1) Learning achievement in Pengaradan 03 Kecamatan Tanjung, Kabupaten Brebes elementary school is quite good, where the velue is taken based on the attitude of the students themselves, daily by the teacher, mid – semester exam score and end of semester scores ehere the score is used as reference in knowing achievement learn students. 2) Factors that affect student learning achievement come from the family environment. Where family is the main and most important factor in shaping the character of students and a supportive social environment will affect the growth and development of students well by directing positive things that will affect the achievement og learning achievement in school. 3) Efforts that must be made in minimizing online game play are to to provide direction and understanding of the impact that is caused in online games that are done excessively, making the game on of the alternative rewards for student who get good ahievements so that they can motivate students to keep learning.

Nik Haryanti; Mar’atul Hasanah; Setyaning Utami

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2022 Pusat Riset dan Inovasi Nasional

The development of technology in the current digital era is very fast and rapid. Various technological advances can be obtained easily. Along with the times and the rapid development of technology, information and communication between humans can be done with various tools or facilities, one of which is a means for refreshment, such as playing online games.