Please use this identifier to cite or link to this item: https://repositori.uma.ac.id/handle/123456789/30529
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dc.contributor.advisorHasmayni, Babby-
dc.contributor.authorTB, Intan Loneta Asman Sasmitha-
dc.date.accessioned2026-07-30T02:48:54Z-
dc.date.available2026-07-30T02:48:54Z-
dc.date.issued2026-03-
dc.identifier.urihttps://repositori.uma.ac.id/handle/123456789/30529-
dc.description126 Halamanen_US
dc.description.abstractPenelitian ini bertujuan mengidentifikasi faktor-faktor kecanduan game online pada remaja di SMA Negeri 1 Air Batu berdasarkan faktor menurut Young. Penelitian menggunakan pendekatan kuantitatif dengan jenis deskriptif. Populasi berjumlah 556 siswa, dengan teknik purposive sampling diperoleh 503 siswa, terdiri atas 53 siswa uji coba dan 450 siswa sampel utama. Instrumen penelitian berupa skala kecanduan game online model Likert. Uji validitas menunjukkan 33 aitem valid dari 38 aitem dengan reliabilitas Cronbach’s Alpha 0,871. Uji normalitas Kolmogorov-Smirnov menunjukkan signifikansi 0,118 sehingga data berdistribusi normal. Hasil analisis menunjukkan tingkat kecanduan kategori tinggi. Faktor dominan salience 87%, diikuti excessive use 64%, lack of control 58%, anticipation 52%, neglect to social life 40%, dan neglect to work 29%, menunjukkan fenomena multidimensional pada remaja sekolah menengah. This study aims to identify the factors of online game addiction among adolescents at SMA Negeri 1 Air Batu based on Young’s addiction factors. The study employed a quantitative descriptive approach. The population consisted of 556 students, and purposive sampling resulted in 503 students, including 53 students for instrument try-out and 450 students as the main sample. The research instrument was a Likert-scale online game addiction questionnaire. Validity testing showed that 33 out of 38 items were valid, with a Cronbach’s Alpha reliability coefficient of 0.871. The Kolmogorov–Smirnov normality test showed a significance value of 0.118, indicating that the data were normally distributed. The results showed a high level of online game addiction. The dominant factor was salience (87%), followed by excessive use (64%), lack of control (58%), anticipation (52%), neglect to social life (40%), and neglect to work (29%), indicating a multidimensional phenomenon among secondary school adolescents.en_US
dc.language.isoiden_US
dc.publisherUniversitas Medan Areaen_US
dc.relation.ispartofseriesNPM;228600073-
dc.subjectOnline Game Addictionen_US
dc.subjectAdolescentsen_US
dc.subjectAddiction Factorsen_US
dc.subjectKecanduan Game Onlineen_US
dc.subjectRemajaen_US
dc.subjectFaktor Kecanduan Game Onlineen_US
dc.titleStudi Identifikasi Faktor Faktor Penyebab Kecanduan Game Online pada Remaja di SMA Negeri 1 Air Batuen_US
dc.title.alternativeStudy on Identification of Factors Causing Online Game Addiction in Adolescents at SMA Negeri 1 Air Batuen_US
dc.typeThesisen_US
Appears in Collections:SP - Psychology

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