Please use this identifier to cite or link to this item: https://repositori.uma.ac.id/handle/123456789/11935
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dc.contributor.advisorMinauli, Irna-
dc.contributor.advisorChandra, Andy-
dc.contributor.authorHardianingsih, Rizka-
dc.date.accessioned2020-07-03T07:18:48Z-
dc.date.available2020-07-03T07:18:48Z-
dc.date.issued2020-02-10-
dc.identifier.other158600136-
dc.identifier.urihttp://repository.uma.ac.id/handle/123456789/11935-
dc.descriptionPenelitian ini bertujuan untuk mengetahui bagaimana gambaran Kecanduan Bermain Game Online Berdasarkan Skala Young Internet Addiction Test (IAT) pada remaja di SMA Panca Budi Medan. Subjek penelitian ini berjumlah 201 orang yang dipilih berdasarkan teknik insidental sampling. Penelitian ini berjenis deskriptif. Pengumpulan data menggunakan skala Internet Gaming Disorder dari Young (2001) yaitu salience, excessive use, neglect work, anticipation, lack of control, dan neglect of social life. Teknik analisis data menggunakan analisis univariat berupa distribusi frekuensi. Hasil yang didapat adalah tingkatan IGD remaja SMA Panca Budi yang tergolong ringan dengan nilai rata-rata 33,57. Persentase remaja yang terindikasi IGD sebesar 60,2% dan yang tidak terindikasi sebesar 39,8%. Sebanyak 96 remaja laki-laki (78,6%) terindikasi IGD dan remaja perempuan 25 orang (31,6%) terindikasi IGD. Usia yang terindikasi IGD paling banyak adalah 16 tahun 57,26%. Status sosial ekonomi orang tua terbanyak berada di tingkat menengah 94 orang (62,2%). Bermain game pertama kali pada usia 6-12 tahun 127 orang (63,2%). Bermain game selama 0-30 jam/minggu 92 orang (54,1%). Jika ditinjau dari segi uang kuota internet yang dihabiskan perbulan rata-rata adalah Rp 51.000-Rp 100.000 ada 112 remaja (55,7%). Remaja yang terindikasi IGD rata-rata tersedia WiFi di rumah 67 remaja (59,6%). Remaja yang terindikasi IGD rata-rata yang tinggal bersama kedua orang tua 100 remaja (58,4%)en_US
dc.description.abstractThe purpose of this research is to describe online gaming addiction in adolescent based on Young Internet Addiction Test (IAT) Scale. Samples that used in this research are 201 respondents selected with incidental sampling technique. This research is a descriptive research. The data collected with Internet Gaming Disorder Scale from Young (2017) consisted salience, excessive use, neglect work, anticipation, lack of control, and neglect of social life. Data analysing technique used univariate analysis of frequency distribution. The result from this research is adolescents IGD from SMA Panca Budi relatively mild with 33,57 point average. There are 60,2% adolescent that indicated with IGD and 39,8% adolescent that unindicated with IGD. There are 96 adolescent male (78,6%) indicated with IGD and 25 adolescent female indicated with IGD. The highest frequency of IGD come from 16 years old (55,7%) indicated with IGD and t62,2% hat indicated come from midle level sosioeconomic status. 127 adolescents (63,2%) that indicated with IGD start play online game from 6-12 years old. Respondents start play online games for 0-30 hours per week. 112 adolescents spend IDR 51.000-IDR 100.000 for internet so they can play online game. 59,6% adolescents are indicated to be addicted with home WiFi. 58,4% respondents that indicated to be addicted are lived with both their parentsen_US
dc.language.isoiden_US
dc.publisherUniversitas Medan Areaen_US
dc.relation.ispartofseriesNPM;158600136-
dc.subjectKecanduan Bermai Game Onlineen_US
dc.subjectSkala Young Internet Addiction Test (IAT)en_US
dc.subjectDemografisen_US
dc.subjectRemajaen_US
dc.subjectInternet Gaming Disorderen_US
dc.subjectYoung Scales Internet Addiction Test (IAT)en_US
dc.subjectDemographicThe purpose of this research is to describe online gaming addiction in adolescent based on Young Internet Addiction Test (IAT) Scale. Samples that used in this research are 201 respondents selected with incidental sampling technique. This research is a descriptive research. The data collected with Internet Gaming Disorder Scale from Young (2017) consisted salience, excessive use, neglect work, anticipation, lack of control, and neglect of social life. Data analysing technique used univariate analysis of frequency distribution. The result from this research is adolescents IGD from SMA Panca Budi relatively mild with 33,57 point average. There are 60,2% adolescent that indicated with IGD and 39,8% adolescent that unindicated with IGD. There are 96 adolescent male (78,6%) indicated with IGD and 25 adolescent female indicated with IGD. The highest frequency of IGD come from 16 years old (55,7%) indicated with IGD and t62,2% hat indicated come from midle level sosioeconomic status. 127 adolescents (63,2%) that indicated with IGD start play online game from 6-12 years old. Respondents start play online games for 0-30 hours per week. 112 adolescents spend IDR 51.000-IDR 100.000 for internet so they can play online game. 59,6% adolescents are indicated to be addicted with home WiFi. 58,4% respondents that indicated to be addicted are lived with both their parents.en_US
dc.titleGambaran Kecanduan Bermain Game Online Berdasarkan Skala Young Internet Addiction Test (IAT) pada Remaja di SMA Panca Budi Medanen_US
dc.title.alternativeOverview of Addictions to Playing Online Games Based on the Scale of the Young Internet Addiction Test (IAT) on Adolescents at Panca Budi High School Medanen_US
dc.typeSkripsi Sarjanaen_US
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