Journal articles on the topic 'Internet game'

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1

Md Shahidullah. "Internet Game Addiction." Community Based Medical Journal 6, no. 1 (March 14, 2017): 1–2. http://dx.doi.org/10.3329/cbmj.v6i1.54659.

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Pinem, Belli Susandro, Bahagia Loebis, and Vita Camellia. "Factors Associated with Games Addiction among Internet Game Players Visiting Internet Gaming Cafes in Northern Sumatera." Open Access Macedonian Journal of Medical Sciences 10, T7 (March 25, 2022): 155–58. http://dx.doi.org/10.3889/oamjms.2022.9256.

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BACKGROUND: The prevalence of teenagers experiencing addiction game Indonesia continued to increase. AIM: Study aimed to investigate factors associated with game addiction among internet game players visiting internet gaming cafes using Indonesian version the Game Addiction Scale (GAS) score. METHODS: Cross-sectional was conducted from November to December 2020 at an internet gaming cafe in the Tanjung Sari village, Medan city. The study subjects were online game players at four internet gaming cafes. A structured interview was conducted on online game players before being assigned to fill out identity and answer the Indonesian version of the GAS questionnaire. RESULTS AND CONCLUSION: Age, number of playing game mates, daily duration of sleep, weekly duration of playing online games, online game group membership, and parental monthly income were found to be associated with gaming addiction as measured by GAS scores. Meanwhile, educational background and monthly cost of playing games were found to be not associated with game addiction as measured by the GAS score.
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Gorry, G. Anthony, and Robert A. Westbrook. "Winning the Internet Confidence Game." Corporate Reputation Review 12, no. 3 (September 2009): 195–203. http://dx.doi.org/10.1057/crr.2009.16.

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Sussman, Clifford J., James M. Harper, Jessica L. Stahl, and Paul Weigle. "Internet and Video Game Addictions." Child and Adolescent Psychiatric Clinics of North America 27, no. 2 (April 2018): 307–26. http://dx.doi.org/10.1016/j.chc.2017.11.015.

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Han, Doug Hyun, and Young Sik Lee. "The Effect Internet Video Game on the Aggression in Individuals with Internet Game Play." Journal of Korean Neuropsychiatric Association 52, no. 2 (2013): 57. http://dx.doi.org/10.4306/jknpa.2013.52.2.57.

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Chung, Sulki, and Jaekyoung Lee. "Exposure to internet game advertisements and the risk of internet game addiction among youths." Korean Journal of Health Education and Promotion 34, no. 3 (September 30, 2017): 47–57. http://dx.doi.org/10.14367/kjhep.2017.34.3.47.

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Laksono, Devina Ngeksi Hari, Heru Subekti, and Ema Madyaningrum. "Hubungan antara Kecanduan Game Internet dengan Keterampilan Sosial pada Remaja di Kota Yogyakarta." Jurnal Keperawatan Klinis dan Komunitas (Clinical and Community Nursing Journal) 6, no. 3 (November 30, 2022): 138. http://dx.doi.org/10.22146/jkkk.68450.

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Background: Most Indonesians are internet users. Adolescents, who are active internet users and use internet for playing game too often, have the risk of experiencing online gaming addiction. Internet game addict may possess poor social skills.Objective: To find out the correlation between internet game addiction and social skills among adolescents in Yogyakarta.Method: This was an analytical study using cross sectional design. Participants of this study were 429 respondents from 8th grade of Junior High School students and 11th grade of Senior High School students in Yogyakarta. This research used “Indonesian Online Game Addiction” and “Social Skill Inventory” questionnaires. Data analysis used Somers’ D.Results: There were only few adolescents who were addicted to internet game (1,2%) and those who had mild internet game addiction (16,3%). Meanwhile, most of the adolescents had a moderate level of social skills (83,2%) and only 0,5% of adolescents with inferior social skills. The result of bivariate analysis of internet game addiction and social skills among adolescents in Yogyakarta showed a weak negative correlation (p<0,05, r= -0,124).Conclusion: Adolescents without internet game addiction will have high social skills.ABSTRAKLatar belakang: Sebagian besar penduduk Indonesia merupakan pengguna internet. Remaja yang terlalu sering bermain game internet memiliki risiko untuk mengalami kecanduan game online. Seseorang yang kecanduan bermain game internet dapat memiliki keterampilan sosial yang buruk. Tujuan: Mengetahui hubungan antara kecanduan game internet dengan keterampilan sosial pada remaja di Kota Yogyakarta.Metode: Penelitian ini merupakan penelitian korelasi analitik dengan rancangan cross sectional. Responden penelitian ini adalah siswa kelas VIII SMP dan kelas XI SMA, yang berjumlah 429 responden. Pemilihan subjek penelitian menggunakan metode purposive sampling. Penelitian ini menggunakan kuesioner Indonesian Online Game Addiction dan Social Skill Inventory. Analisis data menggunakan Somers’ D.Hasil: Hanya sedikit dari responden yang mengalami kecanduan game internet (1,2%) dan mayoritas mengalami kecanduan game internet kategori ringan (16,3%). Sementara itu, sebagian besar remaja memiliki tingkat keterampilan sosial sedang (83,2%) dan hanya 0,5% remaja yang memiliki keterampilan sosial rendah. Hasil analisis bivariat terhadap kecanduan game internet dengan keterampilan sosial pada remaja di Kota Yogyakarta menunjukkan adanya hubungan (p<0,05, r=-0,124) yang lemah dengan arah negatif.Simpulan: Remaja yang tidak kecanduan game internet akan memiliki keterampilan sosial yang tinggi.
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Chung, Sungah, Sol I. Kim, Hyunchan Hwang, and Doug Hyun Han. "The Effectiveness of Game Coding Education on Problematic Internet Gaming." Psychiatry Investigation 20, no. 6 (June 25, 2023): 531–40. http://dx.doi.org/10.30773/pi.2022.0218.

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Objective Problematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents’ self-esteem, would be more effective than game literacy education in mitigating problematic internet gaming.Methods A total of 126 adolescents who voluntarily applied for the game coding education and game literacy education program of the “Visiting Game Class” project operated by the Game Cultural Foundation participated in this study. We collected data on demographics, gaming patterns, and psychological status, including positive or negative perceptions of online games, depression, and anxiety. We designated those with scores higher than 40 on Young’s Internet Addiction Scale as the “problematic internet gaming” group.Results Only game coding education was significantly effective in decreasing internet use, lowering depressive symptoms, and improving self-esteem. In the hierarchical logistic regression analysis, more frequent education time, coding education, stronger negative perceptions of gaming, and high self-esteem predicted decreased internet gaming among participants exhibiting problematic internet gameplay.Conclusion Game coding education effectively mitigates problematic gaming by improving adolescents’ self-esteem. Thus, it may be beneficial to increase education time and devise game education programs tailored to adolescents’ psychological status.
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黄, 鑫. "Cue Reactivity in Internet Game Addicts." Advances in Psychology 14, no. 07 (2024): 514–20. http://dx.doi.org/10.12677/ap.2024.147508.

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Cho, Eun-Joung, and Ji-Hyun Kim. "Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction." Korean Journal of Human Ecology 19, no. 6 (December 31, 2010): 967–80. http://dx.doi.org/10.5934/kjhe.2010.19.6.967.

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Ikhwani, Yusri, HM Muflih, Ihda Innar Ridho, and Fathur Rahman. "PELATIHAN PEMBUATAN KUIS DAN GAME EDUKATIF BERBASIS TEKNOLOGI INFORMASI DI SDIT ANAK SHOLEH MANDIRI BANJARMASIN." Community Development Journal : Jurnal Pengabdian Masyarakat 3, no. 3 (November 3, 2022): 1588–91. http://dx.doi.org/10.31004/cdj.v3i3.6974.

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Pemanfaatan pengguna internet yang dilansir dari halaman website liputan 6 bahwa Asosiasi Penyelenggara Jasa Internet Indonesia (APJII) telah menggelar survei mengenai penetrasi dan perilaku pengguna internet Indonesia ditahun 2018, diketahui bahwa jumlah pengguna internet di Indonesia sudah mencapai 143,26 juta dari total populasi penduduk Indonesia yang berjumlah 262 juta jiwa. Berdasarkan survei tersebut dapat diketahui bahwa hampir 50% dari jumlah populasi penduduk Indonesia aktif menggunkan internet yang sudah tentu diakses menggunakan smartphone ataupun personal komputer. Jika dibandingkan dengan survei yang dilakukan Kementerian Komunikasi dan Informatika (Kemkominfo) menunjukan bahwa pengguna teknologi pada tahun 2018 mengalami peningkatan yang signifikan, bahkan studi yang didanai oleh UNICEF yang dilaksanakan oleh Kementerian Komunikasi dan Informatika (Kemkominfo) menemukan bahwa 98 persen dari anak-anak dan remaja tahu tentang internet dan 79,5 persen diantaranya adalah pengguna internet. Dengan hasil survei tersebut yang menjadi konsentrasi adalah penggunaan internet yang dilakukan anak-anak terfokus pada begitu banyak game-game online yang bertebaran di internet, namun dari game-game yang tersebar di internet, sangat jarang ditemukan game bergenre kearah pendidikan. Sekolah Dasar Islam Terpadu Anak Sholeh Mandiri adalah salah satu sekolah swasta yang menerapkan pendekatan penyelenggaraan dengan memadukan pendidikan umum dan pendidikan agama menjadi satu jalinan kurikulum. Game edukasi ialah salah satu jenis game yang didalamnya berisi tentang materi-materi pembelajaran. Bentuknya beragam mulai dari bentuk puzzle, quis, TTS, tebak gambar dan sebagainya. Salah satu wujud dalam pengembangan ilmu pengetahuan dan teknologi maka Pelatihan Pembuatan Kuis Dan Game Edukatif Berbasis Teknologi Informasi Di SDIT Anak Sholeh Mandiri Banjarmasin bertujuan melatih para guru untuk praktek membuat kuis dan game yang dipadukan dengan materi pembelajaran seperti tebak gambar, quis/pertanyaan, puzzle dan TTS dan melakukan pendampingan kepada para guru agar mereka lebih mahir dan terampil dalam pembuatan kuis dan game berbasis teknologi
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Park, Hyeon-Gyu, and Jang-Han Lee. "The Effect of Ambivalent emotion toward Games on Game Cravings in Internet Game Addiction Tendency Group." Korean Data Analysis Society 24, no. 6 (December 30, 2022): 2397–414. http://dx.doi.org/10.37727/jkdas.2022.24.6.2397.

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This study attempted to investigate the effect of ambivalent emotion toward games on game cravings. To confirm this, 88 people of the Internet game addiction tendency group who plays Battlegrounds were random-assigned to the following four conditions: ambivalent emotion-inducing conditions that use aggressive game stimuli, positive emotion-inducing conditions that use non-aggressive game stimuli, negative emotion-inducing conditions that use aggressive neutral stimuli, and neutral emotion-inducing conditions that use mosaicked stimuli. In the ‘cue reactivity task’, 8 visual stimuli in each condition were repeated 6 times for 3 seconds. Before and after presenting those stimulus, the explicit craving was measured with a Korean Gaming Craving Scale, and the implicit craving with an Implicit Association Test. As a result, people in the ambivalent emotion-inducing condition showed higher explicit cravings for game than those in the other three conditions, but as for implicit association test, only those in the ambivalent emotion-inducing condition showed more negative attitudes toward games. These results indicate that people with ambivalence toward games explicitly show positive emotions about game, but implicitly have negative attitudes. Therefore, as ambivalent emotions toward games affect explicit and implicit cravings differently, it is important to take into consideration the negative emotions that are involved in ambivalence toward games when treating the Internet game addiction tendency group.
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Son, Sungmin, Byoungjin Jeon, and Hyeongmin Kim. "Effect of the Online Friendship Network on Internet Game Frequency and Time Among University Students in the Republic of Korea." American Journal of Health Behavior 47, no. 2 (April 30, 2023): 290–96. http://dx.doi.org/10.5993/ajhb.47.2.9.

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Objective: In this study, we analyzed the effects of online friendship networks on Internet game frequency and time among university students.Methods: Our participants were 34 university students. Online friendship networks were analyzed by social network analysis and degree, closeness, and betweenness centrality. Internet game frequency showed the average frequency of playing Internet games during a week and Internet game time indicated the average time during the day. Results: The Out-degree centrality of online friendship networks, and Out-closeness centrality and Internet game time showed positive (+) correlations. In addition, analysis of causal relationships showed that only Out-degree centrality had a positive (+) effect on Internet game time. Conclusion: To prevent immersion in games and their negative effects, we recommend persons form relationship networks with other friends who have positive goals such as hobbies, leisure activities, and learning.
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Subramaniam, Mythily, Boon Yiang Chua, Edimansyah Abdin, Shirlene Pang, Pratika Satghare, Janhavi A. Vaingankar, Swapna Verma, Say How Ong, Louisa Picco, and Siow Ann Chong. "Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey." Annals of the Academy of Medicine, Singapore 45, no. 5 (May 15, 2016): 174–83. http://dx.doi.org/10.47102/annals-acadmedsg.v45n5p174.

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Introduction: The current study aimed to establish the prevalence of internet gaming disorder (IGD) and its association with demographic characteristics, game genre, game use (time spent on gaming), as well as psychological distress, social phobia and well-being among current online gamers in Singapore. Materials and Methods: A total of 1251 participants aged 13 to 40 years completed the study which was administered as a web survey. The online questionnaire was designed using QuestionPro, and consisted of 8 sections and 105 questions. The 9-item Internet Gaming Disorder Questionnaire was used to establish the prevalence of IGD in the study. A series of logistic regression models were used to examine the associations between IGD, demographic characteristics and game genre, as well as IGD and psychological distress, social phobia and well-being. Results: The prevalence of IGD established using a cutoff of 5 among those who were current online gamers was 17.7%. Multiple logistic regressions revealed that those meeting criteria of IGD were more likely to be older, reported an earlier age of onset of playing online games, had primary and secondary education versus tertiary education, were currently students versus being currently employed and played massively multiplayer online role-playing games. Distress and social anxiety were higher while satisfaction with life was significantly lower among those who met criteria for IGD than those who did not meet the criteria. Conclusion: The prevalence of IGD and its negative consequences in our sample of current online gamers was significant and point towards the need for further clinical studies and innovative interventions to address the problem. Key words: Gamers, Massively multiplayer online role-playing games, Psychological distress
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Kim, Dongil, JeeEun Karin Nam, and Changmin Keum. "Adolescent Internet gaming addiction and personality characteristics by game genre." PLOS ONE 17, no. 2 (February 10, 2022): e0263645. http://dx.doi.org/10.1371/journal.pone.0263645.

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With the emergence of a new concept called ‘Internet Gaming Disorder’ in DSM-5 and ICD-11, related research is underway around the globe. However, not enough literature on Internet gaming addiction has considered the diversity in game genres. Internet gaming addiction may take on a different form according to the particular characteristics of a game being played. To better understand adolescent Internet gaming addiction, this study sought to identify the differences in Internet gaming addiction and personality characteristics based on the game genre played. A total of 3,217 elementary and middle school students across Korea participated in the survey that included the Maladaptive Game Use Scale and the Adolescent Personality Questionnaire. ANOVA analysis revealed that Internet gaming addiction and personality characteristics varied according to the game genre played. In particular, post-hoc tests showed that Real-Time Strategy (RTS) and First-Person Shooter (FPS) game users have higher levels of tolerance, withdrawal, and neglect of everyday life compared to other genres such as Role-Playing Game (RPG), Racing, and Arcade/Shooting. Also, Internet gamers users of particular genres showed significantly lower self-esteem (Arcade/Shooting), conscientiousness (Racing), empathy (RPG), and sense of community (Racing and RTS) scores than comparison group. The implications of the study results were discussed with a special emphasis on Internet gaming addiction interventions.
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Choi, Taeyeong, Jae Woo Park, and Dai-jin Kim. "The Effect of Stress on Internet Game Addiction Trends in Adults: Mindfulness and Conscientiousness as Mediators." Psychiatry Investigation 18, no. 8 (August 25, 2021): 779–88. http://dx.doi.org/10.30773/pi.2020.0034.

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Objective This study examined the mediating effect of mindfulness and consciousness among five factors on the effect of stress on Internet game addiction tendency.Methods An online survey was conducted on 400 men and women between their 20s and 40s across Korea. The scales used in the study were the Internet game addiction scale based on the DSM-5, Perceived Stress Scale, Mindfulness Scale, and Five-Factor Personality Scale. For data analysis, structural equation modeling was conducted, and Sobel verification was carried out to verify the significance of the mediating effects.Results The results of the study are as follows: Stress showed a positive correlation with Internet game addiction tendency, mindfulness mediated the effect of stress on Internet game addiction tendency.Conclusion Of the five personality factors, conscientiousness also mediated the effect of stress on Internet game addiction tendency. This study highlights the need for further research for individuals with game addiction tendency.
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Tantoni, Ahmad, Mohammad Taufan Asri Zaen, and Khairul Imtihan. "ANALISIS KEBUTUHAN KECEPATAN BANDWIDTH GAME ONLINE (Free fire, Mobile Legends, Pubg mobile)." Jurnal Informatika dan Rekayasa Elektronik 2, no. 2 (December 10, 2019): 81. http://dx.doi.org/10.36595/jire.v2i2.122.

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Online Game users continue to grow from year to year and therefore internet service providers (ISPs) must provide stable and fast internet quality. The Bandwidth requirements of online Games must be supported by internet networks that support the speed and stability of the internet connection. When using online Games sometimes the connection is bad, so it makes a condition called lagging. Then make the online Game avatars do not move or the traffic is stuck. This makes online Game players lose to enemies because, when the online Game avatar is not moving it will be easy for the enemy to shoot dead. Based on this, an analysis of the research needs of online Game Bandwidth speed needs to be done so, that internet service providers (ISPs) can divide how much speed or Bandwidth to the Game needs so, that online Game users feel comfortable, safe without feeling any slow or lagging conditions. This study tested by 3 Games, such as Free fire, Mobile Legends, and Pubg mobile. Each Game uses graphics and image quality which is being tested for 10 minutes. The results of this study shows that all of the three Games requires a stable internet connection for Uploading and Downloading.
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Ratnaningsih, Arum, Astuti Pramudian Ramadhani, Luki Afanti, Adi Wibowo Nugroho, and Tegar Yoga Pamungkas. "Sosialisasi Bahaya Game Online terhadap Anak di Kelurahan Lugosobo Kecamatan Gebang Kabupaten Purworejo." BERNAS: Jurnal Pengabdian Kepada Masyarakat 5, no. 2 (April 7, 2024): 1456–65. http://dx.doi.org/10.31949/jb.v5i2.8806.

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Internet merupakan salah satu contoh hasil dari perkembangan dan kemajuan teknologi saat ini, internet banyak memberikan manfaat dan kemudahan bagi kita, dengan internet informasi lebih mudah kita dapatkan. Game online adalah salah satu jenis permianan yang memanfaatkan perangkat yang terkoneksi jaringan internet sebagai medianya. Adanya game online saat ini, menjadi suatu tantangan baru bagi anak – anak, hal ini dikarenakan pada masa ini adalah masa perkembangan anak. Beragam game yang menarik anak – anak sehingga berdampak terhadap kesehatan fisik mental, aktivitas sosialnya dan bahkan prestasi sekolah. Sebenernya ada dampak positif dari game online, namun ketika seseorang sudah bermain game online. Untuk mencegah dan mengatasi kecanduan game online dibutuhkan peran orang terdekat yaitu peran orang tua. Namun, pengetahuan orang tua dalam mengatasi masalah tersebut sangatlah minim. Maka dari itu diadakan program kegiatan yang bisa mengedukasi para orang tua tentang dampak negatif game online dan cara mengatasi kecanduan game online. Tujuan pengabdian ini adalah untuk memberikan pengetahuan dan pemahaman ibu – ibu PKK mengenai bahaya game online terhadap anak – anak. Metode yang digunakan adalah ceramah interaktif dan tanya jawab tentang penyuluhan dampak kecanduan game online.
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Zhou, Zhenhe, Guozhen Yuan, and Jianjun Yao. "Cognitive Biases toward Internet Game-Related Pictures and Executive Deficits in Individuals with an Internet Game Addiction." PLoS ONE 7, no. 11 (November 14, 2012): e48961. http://dx.doi.org/10.1371/journal.pone.0048961.

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Duven, E., K. W. Müller, and K. Wölfling. "Internet and computer game addiction - a review of current neuroscientific research." European Psychiatry 26, S2 (March 2011): 416. http://dx.doi.org/10.1016/s0924-9338(11)72124-1.

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IntroductionA significant part computer game players and internet users show clinical features of abuse and addiction (loss of control, withdrawal symptoms, tolerance, continuation of game play even with increasing negative consequence in social and academic life). Similar mechanisms are suggested to underlie the pathogenesis and maintenance of internet and computer game addiction and substance-related addictions.ObjectivesNeuroscientific research on internet and computer game addiction is sparse, yet emerging. To review previous studies is the objective of the present project.AimsWe aim to identify common findings regarding the neurophysiological processes underlying internet and computer game addiction. This could be helpful for establishing a sound model for these emerging disorders.MethodsNeuroscientific studies on internet and computer game addiction were systematically searched in “Pubmed”, “Google scholar” and “PsychInfo”. Titles were examined first to screen potential articles, followed by abstracts, and then manuscripts were downloaded. The reference sections of downloaded manuscripts were examined for additional references not located in the searches.ResultsNeuroscientific research on internet and computer game addiction is mainly located in the Asian area, probably due to a higher regional prevalence. Methodologies range from ERP, resting state EEG, resting state fMRI, VBM to PET, investigating very different concepts of addiction, including impulsivity, craving, reward processing and cue-reactivity.ConclusionsAddicted internet and computer game users are overall suggested to have altered brain mechanisms similar to individuals with substance addictions. However, a sound model on the neurophysiologic alterations has not been established yet.
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Park, Hyun Soo, Sang Hee Kim, Seong Ae Bang, Eun Jin Yoon, Sang Soo Cho, and Sang Eun Kim. "Altered Regional Cerebral Glucose Metabolism in Internet Game Overusers: A 18F-fluorodeoxyglucose Positron Emission Tomography Study." CNS Spectrums 15, no. 3 (March 2010): 159–66. http://dx.doi.org/10.1017/s1092852900027437.

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ABSTRACTIntroduction: Internet game overuse is an emerging disorder and features diminished impulse control and poor reward-processing. In an attempt to understand the neurobiological bases of Internet game overuse, we investigated the differences in regional cerebral glucose metabolism at resting state between young individuals with Internet game overuse and those with normal use using 18F-fluorodeoxyglucose positron emission tomography study.Methods: Twenty right-handed male participants (9 normal users: 24.7±2.4 years of age, 11 overusers: 23.5±2.9 years of age) participated. A trait measure of impulsivity was also completed after scanning.Results: Internet game overusers showed greater impulsiveness than the normal users and there was a positive correlation between the severity of Internet game overuse and impulsiveness. Imaging data showed that the overusers had increased glucose metabolism in the right middle orbitofrontal gyrus, left caudate nucleus, and right insula, and decreased metabolism in the bilateral postcentral gyrus, left precentrai gyrus, and bilateral occipital regions compared to normal users.Conclusion: Internet game overuse may be associated with abnormal neurobiological mechanisms in the orbitofrontal cortex, striatum, and sensory regions, which are implicated in impulse control, reward processing, and somatic representation of previous experiences. Our results support the idea that Internet game overuse shares psychological and neural mechanisms with other types of impulse control disorders and substance/non-substance-related addiction.
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Khosiin, Khamam. "Game Online: Ancaman ‘Candu Digital’." Syntax Idea 4, no. 12 (December 20, 2022): 1786. http://dx.doi.org/10.36418/syntax-idea.v4i12.2100.

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The internet as a product of the development of information technology, brings major changes in human life. The internet provides convenience to various aspects of life, ranging from information, education, economy and business, to entertainment. Entertainment provided through internet services also varies, ranging from reading books, video shows, movies and dramas, to online games. Development development is a process to develop a new product or improve an existing product, which can be accounted for. The game that was first created by Steve Russell and his friends was named Spacewar. This game was created using a mainframe computer named MIT PDP-1 in 1961. As for the Playstation (PS), it only appeared in 2000. Until now PS is still often used, but along with technological developments, online games are increasingly in demand and popular in Indonesian society. Online games as a product derived from the internet have brought major changes to the entertainment trend of the current generation. As interactive entertainment, online games are able to attract many internet users to enjoy them as a means of entertainment. Unfortunately, many online game users are complacent to the end of addiction.
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Khosiin, Khamam. "Game Online: Ancaman ‘Candu Digital’." Syntax Idea 4, no. 12 (December 20, 2022): 1786–95. http://dx.doi.org/10.46799/syntax-idea.v4i12.2100.

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The internet as a product of the development of information technology, brings major changes in human life. The internet provides convenience to various aspects of life, ranging from information, education, economy and business, to entertainment. Entertainment provided through internet services also varies, ranging from reading books, video shows, movies and dramas, to online games. Development development is a process to develop a new product or improve an existing product, which can be accounted for. The game that was first created by Steve Russell and his friends was named Spacewar. This game was created using a mainframe computer named MIT PDP-1 in 1961. As for the Playstation (PS), it only appeared in 2000. Until now PS is still often used, but along with technological developments, online games are increasingly in demand and popular in Indonesian society. Online games as a product derived from the internet have brought major changes to the entertainment trend of the current generation. As interactive entertainment, online games are able to attract many internet users to enjoy them as a means of entertainment. Unfortunately, many online game users are complacent to the end of addiction.
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Marlina, Siti, Maria Hermita Manik, and Alfi Syahri. "HUBUNGAN KECANDUAN BERMAIN GAME ONLINE DENGAN KEJADIAN ASTENOPIA PADA REMAJA DI SMP NEGERI 1 NAMORAMBE." Jurnal Penelitian Keperawatan Medik 6, no. 1 (November 23, 2023): 55–61. http://dx.doi.org/10.36656/jpkm.v6i1.1598.

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Kecanduan game internet adalah ketergantungan berlebihan terhadap game online yang menimbulkan keinginan untuk memainkannya terus-menerus dan berdampakk negatif pada kesehatan fisik dan mentall seseorang. Asthenia merupakan penyakit mata yang disebabkann oleh aktivitas otot mata (otot mata) yang berlebihann, terutama saat melihat benda dekat dalam waktu lama. Tujuann dari penelitian ini adalah untuk mengetahuii apakah ada hubungan antara game internet dan kerentanan generasi muda. Desain penelitian menggunakann metode penelitian deskriptif korelasional dengan pendekatan cross-sectionall. Penelitian ini diikuti oleh delapan puluh enam siswa dengan menggunakan metodee pengambilan sampel yang menggunakan teknik non-probability sampling yang dikombinasikan dengan purposivee sampling. Penelitian ini menggunakan skala untuk mengumpulkan data, yang kemudian dianalisiss menggunakan uji chi-square dan selanjutnya uji chi-square. Hasil penelitian menunjukkann bahwa terdapat hubungan positif antara game online dengan depresi di SMP Negeri 1 Namorambe. Kesimpulan dari penelitiann ini adalah terdapat hubungan antara internett gaming dengan prevalensi burnout pada remaja SMP Negeri 1 Namorambe tahun 2023.
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Agustiningsih, Nia, Frastiqa Fahrany, and Qori Fanani. "Fenomena Bermain Game dan Kejadian Internet Gaming Disorder (IGD) pada Remaja." Jurnal Keperawatan Jiwa 10, no. 2 (May 28, 2022): 257. http://dx.doi.org/10.26714/jkj.10.2.2022.257-262.

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Game adalah salah satu kegiatan rekreasi paling umum tanpa memandang budaya, usia, dan jenis kelamin, terutama sejak perkembangan internet. Bermain game yang bisa dilakukan bisa dilakukan secara online dan offline. Adapun bermain game online bisa menyebabkan kejadian Intenet Gaming Disoder (IGD). Penelitian ini bertujuan untuk mengetahui tentang fenomena bermain game pada remaja Sekolah Menengah Pertama dan Sekolah Menengah Atas dan kejadian Intenet Gaming Disoder (IGD). Penelitian ini menggunakan desain cross sectional dengan populasi dan sampel adalah remaja Sekolah Menengah Pertama dan Sekolah Menengah Atas. Pengumpulan data dilakukan selama 1 minggu dengan menggunakan google form dan assessment terhadap internet gaming disorder adalah berdasarkan DSM-5 yang diadaptasi dari Video Game Dependency Scale yang meliputi 9 kriteria dari internet gaming disorder. Hasil Penelitian disajikan dalam bentuk tabel distribusi frekuensi dan narasi. Dari 132 responden terdapat 40 remaja bermain game online, 63 bermain game offline dan 29 remaja bermain game online dan offline. Dari 40 remaja yang bermain game online tidak didapatkan kejadian Intenet Gaming Disoder (IGD). Diperlukan kehadiran orang tua secara emosional dan keluarga yang nyaman serta adanya upaya sosialisasi berkaitan dengan pengunaan waktu bermain game sebagai antisipasi dampak negatif bermain game sehingga game tidak mengganggu kehidupan.
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Kusumastiwi, Tesaviani. "The Role of Peer-group Influence and Neurobiological Factors in Internet Gaming Disorder." Bioscientia Medicina : Journal of Biomedicine and Translational Research 4, no. 4 (October 3, 2020): 15–19. http://dx.doi.org/10.32539/bsm.v4i4.159.

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Abstract Internet game disorder (IGD) is characterized as an excessive and uncontrolled game designed for functional problems or difficulties. During the last discussion, uncontrolled internet games have resulted in public health and social problems around the world. Although brave games are more accessible in young adulthood, brave game disturbances are more experienced by teens. Teenagers and young adults are strong predictors of overcoming the challenges of online game addiction, besides peer-group factors in adolescents, and neurobiological factors that influence the influence of internet gaming disorders. This literature review will discuss the influence of peer groups and neurobiological factors that underlie the expenditure of internet games in their teens.
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Fitra Fitriani, Erina Dwi Saputri, Mayang Permata Sari, Rio Anugrah, and Apriyadi. "PERBEDAAN GENDER TERHADAP KECANDUAN INTERNET DAN GAME ONLINE PADA REMAJA." Journal of Communication and Social Sciences 1, no. 2 (December 31, 2023): 72–78. http://dx.doi.org/10.61994/jcss.v1i2.330.

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Penelitian ini bertujuan untuk mengetahui tingkat kecanduan internet dan bermain game online pada remaja yang ditinjau dari perbedaan gender. Kecanduan internet dan kecanduan bermain game online pada remaja ditinjau dari rentang usia yang pertama 12-15 Tahun, 15-18 Tahun, 18-21 Tahun yang juga ditinjau dari perbedaan gender. Metode penelitian ini menggunakan metode Kuantitatif, penelitian ini melibatkan 111 responden (berusia dari 12 Tahun hingga 21 Tahun) adapun jumlah responden dalam penelitian ini berjumlah 65,8% dengan gender Perempuan dan 34,2% responden dengan gender Laki-Laki. Variabel kecanduan internet menggunakan Internet Addiction Test (IAT) yang dikembangkan oleh Kimberly Young‚ (1996) dan diadaptasi oleh Adi (2003) dengan 10 item. Dari hasil penelitian ini menunjukkan bahwa Perempuan cenderung lebih kecanduan internet dan game online dibandingkan dengan Laki-Laki, hal ini menunjukkan bahwa semakin dewasa seseorang, tingkat kecanduan internet dan game online cenderung berkurang.
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Liu, Hua, and Sheng Ge. "Research on Audit Supervision of Internet Finance." International Journal of Financial Studies 8, no. 1 (January 15, 2020): 2. http://dx.doi.org/10.3390/ijfs8010002.

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Internet finance is a new form of finance that applies capacities found on the Internet to the traditional financial industry. However, at the present stage, internet finance is faced with many problems, such as overly rapid development and non-standard operation. This paper adopted the evolutionary game theory as the analysis tool to design an evolutionary game model of government audit supervision of Internet finance, and analyzed the evolutionary stability of the strategies used by Internet financial institutions and government financial audit supervision departments. A simulation calculation was carried out by placing the calculation experimental method “Scenario–Coping”, which simulated the initial probability of different strategies adopted by both parties of the game and evaluated the influence of changing the penalty intensity of Internet financial institutions’ violation on the outcome of the evolutionary game. Based on the simulation analysis, the paper provided policy suggestions on strengthening audit supervision and promoting its sustainable development from three aspects: strengthening the construction of the Internet financial credit information system, improving Internet financial laws and regulations, and improving the early warning level of Internet financial credit risk.
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Erickson, Joan J. "To Play or to Learn?" International Journal of Cyber Behavior, Psychology and Learning 5, no. 1 (January 2015): 56–74. http://dx.doi.org/10.4018/ijcbpl.2015010105.

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Research evidence of the last two decades indicates positive effects of game-based learning on students' attitude and performance in math education. Game-based Internet math sites are geared to help students stay motivated and master grade-appropriate math concepts. This review presents One) a literature review on game-based learning via instructional design and game design considerations, Two) a tabulated review of 30 Internet math games from a math educator's first-hand experience in playing and critiquing in reference to Grades 6th - 8th players' motivation and cognition. Its educational implications include helping educators (a) select Internet math games with a heightened awareness of Internet games' motivational factors and concept-building potential during gameplay and (b) incorporate game-based technology to foster meaningful immersion when students explore mathematical concepts.
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Syukur, Abdul, and Dian Suprayogi. "Game Tradisional Tarik Tambang Berbasis Web." IT JOURNAL RESEARCH AND DEVELOPMENT 1, no. 1 (August 30, 2017): 38–49. http://dx.doi.org/10.25299/itjrd.2016.vol1(1).673.

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Permainan tradisional memberikan alternatif yang kaya dengan nilai budaya, tetapi pada saat sekarang ini permainan tradisional sudah hampir punah jika tidak dipelihara dan dikembangkan, karena pada saat sekarang anak-anak lebih suka bermain video game dan juga lahan untuk bermain sudah jarang. Salah satu cara untuk memperkenalkan permainan tradisional adalah dengan membuatnya dalam bentuk aplikasi game berbasis web, sehingga diharapkan permainan tradisional tetap dapat dimainkan oleh siapa saja dan dimana saja dengan teknologi internet. Saat ini internet sudah berkembang menjadi salah satu media yang paling populer di dunia. Jumlah pengguna internet yang besar dan semakin berkembang telah mewujudkan budaya internet. Mulai dari sekedar browsing hingga bermain game online. Dengan meningkatnya jumlah pengguna internet, pengembang semakin berlomba-lomba menampilkan sesuatu yang berkualitas. Salah satunya pengembangan platform menggunakan HTML5. HTML5 dimanfaatkan para pengembang untuk menciptakan game yang dimainkan melalui browser terkini. Tidak perlu memasang aplikasi, pengguna hanya butuh terkoneksi internet dan sudah memiliki browser. Pada penelitian ini penulis memilih tema permainan tarik tambang yang merupakan salah satu permainan tradisional Indonesia. Perancangan game tarik tambang berbasis web ini menggunakan HTML5 dan diolah dengan menggunakan Javascript dan PHP.
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Sudirman, Dodick Zulaimi. "Cloud Gaming Masa Depan Industri Game." Jurnal ULTIMATICS 5, no. 2 (December 1, 2013): 67–70. http://dx.doi.org/10.31937/ti.v5i2.324.

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With a high rate of internet penetration, many developer kept trying to innovate using Internet as the backbone. One innovation that is under a microscope of every technology observer is Cloud Gaming. In order to play a new game, player need to check their computer specification before even try to install the game. loud Gaming can solve that solution by using internet connection. Unfortunately Indonesia does not have a supporting infratructure in order to fully support Cloud Gaming. Index Terms—cloud gaming, video game, server architectire, software development, game industry
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Wang, Yiqing. "The Research on the Marketing Strategies and Influence of the WeChat Mini Program Game Taking the Game Sheep a Sheep for Example." Lecture Notes in Education Psychology and Public Media 6, no. 1 (May 17, 2023): 889–96. http://dx.doi.org/10.54254/2753-7048/6/20220870.

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With the popularity of the WeChat mini program game Sheep a Sheep, the successful marketing strategies behind it have brought reference to the game development industry, but at the same time, Internet addiction has also brought a significant negative impact on people's daily life, for example, people often immerse themselves in the Internet and thus affect their own lives, such as vision loss and other consequences. Therefore, through the literature reading, this paper aims to discuss and analyze the marketing strategies and replicability of the game, and finally discuss the methods to prevent Internet addiction. This paper concludes that game developers can create complaining points to capture people's psychology and strengthen the sense of game experience to expand the potential user base, and finally select the right communication platform to maximize the communication benefit. To prevent Internet addiction, people can start from four aspects: psychological cognition, individual behavior, game development company, and social sector.
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Zhang, Chaohui, Yijing Li, and Yishan Zhang. "Competition and Game of the Pre-Installed Market and Post-Installed Market of the Internet of Vehicles from the Perspective of Cooperation." Sustainability 12, no. 3 (January 30, 2020): 996. http://dx.doi.org/10.3390/su12030996.

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The Internet of Vehicles market is broadly divided into two parts—the pre-installed market and the post-installed market. Although they possibly have cooperative relationships, there is a competition game between them in terms of interests, and a healthy game relationship can promote the optimization of products and the overall improvement of the service level in the Internet of Vehicles market. Through the evolutionary game model, this article analyzes the dynamic game process between the pre-installed market and the post-installed market of the Internet of Vehicles, explores the various evolution trends of the Internet of Vehicles market from the perspective of cooperation, and combines the numerical simulation analysis to study the three possible evolutionary trends and corresponding steady states. The results show that, when the cooperation ratio is relatively high, both sides of the game are in the cyclical competition and game, which is the optimal competition state of the Internet of Vehicles market. On the contrary, any kind of “steady state” is unfavorable to the overall market. Therefore, all parties should be encouraged to establish a deeper level of cooperation and jointly promote the further prosperity of the Internet of Vehicles market in the process of cooperation and competition.
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Yang, Wei, and Joonki Paik. "Fitness Game Based on Internet of Things." TECHART: Journal of Arts and Imaging Science 7, no. 1 (February 29, 2020): 1–5. http://dx.doi.org/10.15323/techart.2020.2.7.1.1.

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Jae, Hee Jeon. "The Internet Game Addiction of University Student." World Journal of Game Science and Engineering 2, no. 1 (May 31, 2018): 1–6. http://dx.doi.org/10.21742/wjgse.2018.2.1.01.

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Lee, Eun Jin. "A case study of Internet Game Addiction." Journal of Addictions Nursing 22, no. 4 (December 2011): 208–13. http://dx.doi.org/10.3109/10884602.2011.616609.

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Lefebvre, Olivier. "The governance of Internet and game theory." International Journal of Engineering & Technology 7, no. 2.28 (May 16, 2018): 176. http://dx.doi.org/10.14419/ijet.v7i2.28.12906.

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The professional milieu of telecommunications is livened up by controversies lasting decades. The controversy about access charges (or termination rates, the price paid by an operator to another when the subscriber’s call ends on its network) is ending, while the controversy about Net neutrality is starting. The article focuses on a “fragment”: the regulator’s action. Game theory is useful to answer two questions: (1) why does the regulator decide the decrease and cancellation of access charges (justification)? (2) How does he do it (tactical feasibility)? When the access charges decrease and are cancelled the retail prices decrease and the consumers’ surplus increases. And concerning the tactical feasibility, the regulator can let untouched the profits when he decides some decrease of the access charges (direct effect), then the retail prices decrease when there is a new Nash equilibrium (strategic effect). The operators cannot protest, neither during the first stage (the profits are untouched) neither during the second stage (it would be to admit that access charges are useful to have higher profits thanks to high retail prices, which is detrimental to consumers).One brings some explanation of the move towards access charges lowered or cancelled. Examples are: (1) the peering in the governance of Internet and (2) what is called the Eurotariff (for instance, roaming charges for users of mobile phones in Europe have been cancelled).
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Wood, Jennifer Jenkins. "Misterio en Toluca: An Internet Mystery Game." Hispania 82, no. 2 (May 1999): 284. http://dx.doi.org/10.2307/346426.

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Kim Kyo Heon and Hoon-Seok Choi. "Internet Game Addiction: A Self-Regulation Model." Korean Journal of Health Psychology 13, no. 3 (September 2008): 551–69. http://dx.doi.org/10.17315/kjhp.2008.13.3.001.

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Park, Hyun Sook, Yun Hee Kwon, and Kyung Min Park. "Factors on Internet Game Addiction among Adolescents." Journal of Korean Academy of Nursing 37, no. 5 (2007): 754. http://dx.doi.org/10.4040/jkan.2007.37.5.754.

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Susanto, Fredy, M. Iqbal Dzulhaq, and Abdul Muis. "Pemisahan Trafik Data Network Menggunakan Mikrotik pada SkyBlue." Academic Journal of Computer Science Research 6, no. 1 (January 31, 2024): 69. http://dx.doi.org/10.38101/ajcsr.v6i1.10838.

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Pada era industri 4.0 internet sangatlah dibutuhkan dalam hal pekerjaan, pendidikan, hiburan dan banyak lainya. Salah satu kegiatan paling sering dilakukan yaitu game online. Untuk bermain game online dibutuhkannya layanan internet. SkyBlue adalah salah satu jasa penyedia layanan internet di Teluk Naga Kabupaten Tangerang. SkyBlue menyediakan jasa layanan internet berupa RT/RW Net dan Wi-Fi Voucher. Namun kualitas jaringan SkyBlue saat bermain game online kurang maksimal, sering mengalami lag pada layanan internet SkyBlue sehingga mengganggu kenyamanan pelanggan. Oleh karena itu penulis membuat pemisahan trafik jaringan untuk game online pada SkyBlue. Metode yang digunakan yaitu NDLC (Network Development Life Cycle), pada tahap implementasi NDLC yaitu dengan menggunakan fitur yang digunakan yaitu firewall mangle dan raw untuk menandai port-port dari server game yang digunakan. Hasil dari penelitian ini didapat ping yang telah di tes tiga kali melalui Ookla yaitu 9 ms, 8 ms, 13 ms dan kecepatan download 23.42 Mbps, 23.14 Mbps, 23.31 Mbps serta upload 7.97 Mbps, 7.68 Mbps, 7.84 Mbps sementara hasil yang didapat pada saat melakukan uji koneksi langsung pada fitur game online-nya didapat ping yang telah di tes yaitu 8 ms, 6 ms dan 16 ms dengan hasil yang didapat jaringan pada SkyBlue menjadi lebih stabil karena difokuskan pada satu isp untuk jalur game online.
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Choi, Youngkeun. "Corporate Psychopathy and Internet Video Game Addiction in the Workplace." International Journal of Gaming and Computer-Mediated Simulations 12, no. 3 (July 2020): 18–36. http://dx.doi.org/10.4018/ijgcms.2020070102.

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In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive in the video game. Second, the more addictive employee is in the video game, their turnover intention and work to family conflict increase. Third, video game addiction mediates the relationship between corporate psychopathy and employees' turnover intention and work to family conflict. Finally, when employees perceive more support provided by the organization, they are less likely to be addicted to the video game, which is aroused by corporate psychopathy. For research contributions, first, this study is the first to empirically verify the antecedents and consequences of video game addiction in the workplace. Second, this study is the first to investigate the mediation of video game addiction empirically. Third, this study is the first to show perceived organizational support to buffer the relationship between corporate psychopathy and video game addiction.
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Sory, Subhan, Novita Br. Ginting, and Fitria Rachmawati. "Sistem Pendukung Keputusan Rekomendasi Game Menggunakan Metode Analitycal Hierarchy Process (AHP) (Studi Kasus di Warung Internet Edelweiss)." ETNIK: Jurnal Ekonomi dan Teknik 2, no. 3 (March 20, 2023): 218–36. http://dx.doi.org/10.54543/etnik.v2i3.169.

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Warnet Edelweiss (Edelweiss internet cafe) is a type of business that provides services and internet network connections, the main services provided to customers are internet browsing and games. Currently, the game is very liked by several groups ranging from adults, teenagers to children. The phenomenon of this game certainly has positive and negative impacts for its users, especially for children who currently dominate the game world. There needs to be a good and appropriate game selection based on age and gender through the application of a decision support system using the Analytical Hierarchy Process (AHP) method. The purpose of this study is to design and apply the AHP algorithm method to create a decision support system in the selection of game recommendations at the edelweiss internet cafe. The stages in this research start from data collection, analysis, design, implementation and system testing. The decision support system for selecting game recommendations at the edelweiss internet cafe has been successfully designed by utilizing the Object Oriented Programming (OOP) design method and the AHP method has been successfully applied. The results of testing with the black box method concluded that the system is running well and can be used.
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Rizkiyani, Anita, and Prof. Dr. Ir. Dadang Gunawan, M.Eng. "Analisis Faktor Pendorong Loyalitas Pemain Game (Consumer Loyalty) Terhadap Mobile Games dengan Fokus Studi Mobile Legend." Jurnal Bisnis dan Manajemen West Science 2, no. 1 (January 31, 2023): 01–17. http://dx.doi.org/10.58812/jbmws.v2i1.122.

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Keberadaan internet menjadi hal yang penting untuk masa sekarang. Pemanfaatan internet juga semakin meluas, tak terbatas hanya memfasilitasi komunikasi dan berbagi informasi, akan tetapi internet juga banyak digunakan sebagai sarana hiburan, salah satunya untuk bermain game. Mobile Legend menjadi salah satu Mobile Game berbasis kan internet dan juga memiliki pemain (pelanggan) dengan jumlah yang besar di Indonesia. Dengan jumlah pemain aktif yang tinggi, perlu untuk dianalisa mengenai loyalitas dari para pemain. Loyalitas (Customer Loyalty) ini dapat diteliti berdasarkan empat variabel utama yaitu Product Feature yang berfokus pada Gameplay dan User Interface. Lalu Price pada faktor Price on The Game dan Price of The Virtual Item. Game Designed dengan aspek Game Value, Interaction dan Community. Serta Operator Telekomunikasi dengan menganalisis faktor Infrastructure Provider, Ecosystem Development Partner dan juga Sales Partner. Analisis data untuk penelitian ini akan menggunakan SPSS edisi 25 dan AMOS. Operator Telekomunikasi hanya memberikan pengaruh akan tetapi tidak besar dan perlunya perencanaan lebih matang untuk pengembangan infrastruktur dan juga penjualan. Lain halnya dengan Product Feature, hanya sebesar 1% pengaruh yang diberikan terhadap loyalitas pemain. Serta Product Features tidak signifikan dikarenakan adanya saturasi permainan. Selain itu Price termasuk signifikan dikarenakan karena ada banyaknya interaksi yang bisa dilakukan selama bermain serta dorongan yang berasal dari komunitas-komunitas yang ada, sehingga meningkatkan loyalitas dari pemain. Game Value memiliki pengaruh terbesar dalam menjaga loyalitas pemain. Tingginya nilai yang didapatkan karena ada banyaknya interaksi yang bisa dilakukan selama bermain serta dorongan yang berasal dari komunitas-komunitas yang ada, sehingga meningkatkan loyalitas dari pemain.
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Kiniret, Rinta Intan Ayu, and Tri Susilowati. "Gambaran Karakteristik Anak yang Mengalami Kecanduan Bermain Game Online." ASJN (Aisyiyah Surakarta Journal of Nursing) 2, no. 2 (December 31, 2021): 42–46. http://dx.doi.org/10.30787/asjn.v2i2.833.

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Latar Belakang: Pengguna internet pada tahun 2014 mencapai 107 juta pengguna atau sekitar 24% dari total populasi penduduk di Indonesia. Dari data pengguna internet tersebut, diperkirakan pengguna game online di Indonesia berkisar 10.7 juta orang atau sekitar 10% dari total pengguna internet. Anak usia sekolah banyak menghabiskan waktunya untuk bermain game online, sehingga membuat anak menjadi kecanduan. Persentase anak usia sekolah yang mengalami kecanduan game online sebanyak 10,15%.Tujuan : Mendeskripsikan karakteristik anak dengan kecanduan game online di SDN Bangkleyan.Metode : Jenis penelitian ini adalah penelitian kuantitatif, pengambilan sampel menggunakan teknik quota sampling dengan jumlah sampel 200, dan instrumen penelitian menggunakan kuesioner. Analisa data menggunakan analisa univariat untuk menghasilkan distribusi frekuensi.Hasil : Hasil penelitian menunjukkan bahwa sebagian besar anak usia sekolah yang bermain game online adalah berusia 5-11 tahun, berjenis kelamin perempuan, berprestasi lulus dengan nilai ≥65, dan tidak mengalami kecanduan bermain game online.Kesimpulan : Siswa SDN Bangkleyan sebagian besar yang tidak mengalami kecanduan bermain game online berjenis kelamin perempuan, dan memiliki nilai ≥65 (lulus).
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Rehbein, Florian, and Thomas Mößle. "Video Game and Internet Addiction: Is there a Need for Differentiation?" SUCHT 59, no. 3 (January 2013): 129–42. http://dx.doi.org/10.1024/0939-5911.a000245.

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Introduction: The term Internet addiction encompasses a broad range of activities which in isolation have rarely been studied for their clinical relevance. This study looks at whether video game addiction and Internet addiction can be regarded as distinct nosological entities and whether there is a differential impact on those affected. It also aims to describe the type of activities that contribute most to the addiction. Methods: Data was collected in a school survey of Grade 7 to 10 students (M = 14.5 years; n = 4 436). Besides video game addiction (CSAS-II) and Internet addiction (CIUS), indicators of media consumption, functional level, well-being, burden for significant others and psychological strain were collected. Results: Internet and video game addiction can be regarded as two distinct nosological entities. This differentiation is supported by differences in sociodemographic variables and measures of validation. The subjective suffering seems to be higher among adolescent video game addicts than Internet addicts. Girls with an Internet addiction cite social networks almost exclusively as the cause of their problem while boys also name pornography. Discussion: In research on Internet addiction, a greater differentiation is needed regarding the underlying activities.
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Kurniawan, Fahmi, Happri Novriza Setya Dhewantoro, and Imam Malik. "PENGARUH KEMAJUAN TEKNOLOGI TERHADAP PERILAKU PSIKOPATOLOGIS INTERNET GAMING DISORDER PADA REMAJA." MAHARSI 5, no. 2 (August 11, 2023): 29–39. http://dx.doi.org/10.33503/maharsi.v5i2.3356.

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Kemajuan teknologi menjadi suatu tonggak perkembangan sejarah kehidupan sejarah kehidupan manusia. Majunya perkembangan teknologi menjadi kehidupan manusia menjadi lebih muda dikarenakan segala bidang kehidupan manusia menjadi lebih mudah. Salah satu perkembangan teknologi yang berdampak besar bagi kehidupan manusia adalah internet. Perkembangan teknologi internet terus berkembang secara pesat seiring dengan perkembangan teknologi pada umumnya. Dengan adanya internet, manusia lebih mudah dalam menjalani kehidupan. Selain itu, internet juga memberikan akses tidak terbatas pada manusia dalam mengakses hal apapun salah satunya adalah game online. Game online adalah suatu permainan berbasis teknologi yang dimainakn secara online. Namun, dalam praktiknya banyak dampak buruk yang didapatkan dari bermain game online. Oleh karena itu, artikel ini akan membahas mengenai implikasi dai kemajuan teknologi terhadap psikopatologis internet gaming disorder. Metode yang digunakan dalam tulisan ini adalah dengan menggunakan pendekatan kualitatif dengan teknik pengumpulan data berupa library research. Teknik analisis data dalam penelitian ini adalah metode analisis deskriptif dan fishbone dengan menganalisis sebab dan akibat kemajuan teknologi dengan adanya internet gaming disorder pada remaja. Berdasarkan analisis menggunakan analisis fishbone, didapatkan bahwa terdapat beberapa faktor yang menyebabkan remaja memainkan game online secara berlebihan sehingga timbul adanya permasalahan psikopatologis internet gaming disorder.
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48

Hasibuan, Shinta Yuliana, and Novy Helena Catharina Daulima. "Penerapan Behavior Therapy (Token Ekonomi) terhadap Risiko Kecanduan Game Online: Case Study." MAHESA : Malahayati Health Student Journal 3, no. 8 (July 16, 2023): 2320–29. http://dx.doi.org/10.33024/mahesa.v3i8.10792.

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ABSTRACT Internet gaming addiction is an excessive gaming behavior. One of the negative behaviors arising from game addiction is that clients become unproductive and one way to change negative behavior into positive behavior is to provide behavior therapy. The purpose of this article is to explain the application of behavior therapy (token economy) to clients at risk of internet gaming addiction. The method used in this article is a case study. After being given therapy for four sessions, clients can change negative behaviors in playing games into positive behaviors and clients can become more productive. Behavior therapy (token economy) can change negative behavior into positive behavior, in addition to behavior therapy, other therapies such as cognitive behavior therapy can also be given in this case, because in addition to changing behavior, it can also change negative thoughts into positive ones. Keywords: Behavior Therapy, Token Economy, Internet Game Addiction ABSTRAK Kecanduan game internet adalah perilaku bermain game yang dilakukan secara berlebihan. Salah satu perilaku negatif yang ditimbulkan dari kecanduan game adalah klien menjadi tidak produktif dan salah satu cara untuk mengubah perilaku negatif menjadi perilaku positif adalah dengan memberikan terapi perilaku. Tujuan dari artikel ini adah untuk menjelaskan penerapan terapi perilaku (token ekonomi) pada klien yang berisiko mengalami kecanduan game internet. Metode yang digunakan pada artikel ini merupakan studi kasus. Setelah diberikan terapi selama empat sesi, klien dapat mengubah perilaku negatif dalam bermain game menjadi perilaku positif dan klien dapat menjadi lebih produktif. Terapi perilaku (token ekonomi) mampu merubah perilaku negatif menjadi perilaku yang positif, selain diberikan terapi perilaku, terapi lain seperti cognitive behavior therapy juga dapat diberikan pada kasus ini, karena selain dapat mengubah perilaku, juga dapat mengubah pikiran negatif menjadi positif. Kata Kunci: Terapi Perilaku, Token Ekonomi, Kecanduan Game Internet
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49

Wardhani, Yuniar Dwi Kusuma, and Salma Salma. "PERSEPSI TERHADAP KETERLIBATAN AYAH DALAM PENGASUHAN DAN KECENDERUNGAN KECANDUAN GAME ONLINE PADA REMAJA LAKI-LAKI PEMAIN GAME ONLINE DI GAME CENTER X DAN Y KABUPATEN SEMARANG." Jurnal EMPATI 11, no. 3 (June 20, 2022): 172–76. http://dx.doi.org/10.14710/empati.2022.34467.

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Internet semakin berkembang pesat dan memunculkan permainan yang dikenal dengan game online. Remaja merupakan salah satu kelompok yang sangat tertarik dengan manfaat internet. Mayoritas pengunjung game center adalah remaja laki-laki. Salah satu faktor yang memengaruhi remaja untuk kecanduan internet adalah keluarga. Penelitian ini dilakukan di game center X dan Y Kabupaten Semarang dengan populasi 100 orang dan jumlah sampel penelitian 78 orang. Teknik pengambilan sampel yang digunakan adalah purposive sampling. Pengumpulan data menggunakan Skala Persepsi terhadap Keterlibatan Ayah dalam Pengasuhan (12 item; α = 0,844) dan Skala Kecenderungan Kecanduan Game Online (26 item; α = 0,936). Analisis data menggunakan analisis regresi sederhana. Hasil penelitian menunjukkan bahwa model regresi diterima (F(1) = 15,572, p<0,001; R2 = 0,170) dengan β = -0,412 (p<0,001). Dengan demikian dapat disimpulkan bahwa persepsi terhadap keterlibatan ayah dalam pengasuhan memiliki peran negatif dalam memprediksi tingkat kecenderungan kecanduan game online pada remaja laki-laki pemain game online.
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50

Wardhani, Yuniar Dwi Kusuma, and Salma Salma. "PERSEPSI TERHADAP KETERLIBATAN AYAH DALAMPENGASUHAN DAN KECENDERUNGAN KECANDUAN GAME ONLINE PADA REMAJA LAKI-LAKI PEMAIN GAME ONLINE DI GAME CENTER X DAN Y KABUPATEN SEMARANG." Jurnal EMPATI 11, no. 4 (November 7, 2022): 217–22. http://dx.doi.org/10.14710/empati.0.36461.

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Abstract:
Internet semakin berkembang pesat dan memunculkan permainan yang dikenal dengan game online. Remaja merupakan salah satu kelompok yang sangat tertarik dengan manfaat internet. Mayoritas pengunjung game center adalah remaja laki-laki. Salah satu faktor yang memengaruhi remaja untuk kecanduan internet adalah keluarga. Penelitian ini dilakukan di game center X dan Y Kabupaten Semarang dengan populasi 100 orang dan jumlah sampel penelitian 78 orang. Teknik pengambilan sampel yang digunakan adalah purposive sampling. Pengumpulan data menggunakan Skala Persepsi terhadap Keterlibatan Ayah dalam Pengasuhan (12 item; α = 0,844) dan Skala Kecenderungan Kecanduan Game Online (26 item; α = 0,936). Analisis data menggunakan analisis regresi sederhana. Hasil penelitian menunjukkan bahwa model regresi diterima (F(1) = 15,572, p<0,001; R 2 = 0,170) dengan β = -0,412 (p<0,001). Dengan demikian dapat disimpulkan bahwa persepsi terhadap keterlibatan ayah dalam pengasuhan memiliki peran negatif dalam memprediksi tingkat kecenderungan kecanduan game online pada remaja laki-laki pemain game online.
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