Human Factors and Cybersecurity in Online Game Addiction: An Analysis of the Relationship Between High School Students' Online Game Addiction and the State of Providing Personal Cybersecurity and Representing Cyber Human Values in Online Games

2019 ◽  
Vol 100 (6) ◽  
pp. 1984-1998 ◽  
Author(s):  
Hatice Yildiz Durak
10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2021 ◽  
Author(s):  
Burçak KESKİN ◽  
Burcu GÜVENDİ23 ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
Onat ÇETİN2

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


Author(s):  
Canan Kocak Altundag ◽  
Ayşem Seda Yucel

In this study, some variables were analysed for high school students ‘perceptions of social support’. The sample of this research was 200 students from various high schools. Yildirim (2004) was developed by the ‘Perceived Social Support Scale’ (ASDO-R) and the scale of human values that is created by Dilmac (2007). In the research, the relation between social support and values was defined meaningful. As a result of the study, it was found that there was a significant positive relationship between human values and perceived social support from peer, family and teachers. In the light of research findings, emphasised the importance of additive activities on perceived social support which are effective on coping with problems and suggestions for further researches was made.   Keywords: Human values, social support, high school student.


1965 ◽  
Vol 31 (8) ◽  
pp. 389-395
Author(s):  
Theodore Grant Twitchell

Data on college programs for able high school students were collected from 84 colleges and universities in the state of California. Selected students -were asked to respond to questions about their experiences in these programs. A statistical analysis of the relationship between students' high school and college subject marks was completed for 112 students from southern California. Significant differences were found between students' high school and college subject marks.


2020 ◽  
Vol 13 (8) ◽  
pp. 118
Author(s):  
Battal Göldağ

The aim of this study is to investigate the relationship between digital game dependence levels and violence tendency levels of high school students. In the present research, relational survey model has been used. The population of the study consists of 9th, 10th, 11th grade students in the high schools in Battalgazi and Yeşilyurt districts of Malatya in the spring term of 2018-2019 academic year. Simple random sampling method has been used for our sample selection. Digital Game Addiction Scale (DGAS-7) was used to determine the level of digital game addiction, and Violence Tendency Scale (VRS) was used to determine the levels of violence tendency. DGAS-7 was developed by Lemmens et al. (2009). To determine the problematic digital game behaviors of adolescents between the ages of 12-18. It has been developed by Haskan and Yıldırım to measure the tendency of violence among adolescents. According to the results obtained in our research; according to the monotetic format, 4.6% of the students participating in the research were addicted to digital games, while 95.4% were not dependent. According to the polythetic format, while 21.7% is addicted to digital games, 78.3% is not addicted. There was a statistically significant difference between female and male students in terms of digital game addiction and violence tendency in favor of female students. There was also a significant difference between the levels of digital game addiction and violence tendency according to mobile phone ownership. This difference is in favor of students who do not have mobile phones. There has been a statistically significant difference between the levels of digital game addiction in favor of the students who do not have mobile internet connection, but no significant difference has been found between the levels of violence tendency. There has been a statistically significant difference between non-dependent students in terms of violent tendency levels in terms of digital game addiction in monotetic and polythetic format. The level of violence tendency of non-dependent students is lower than that of dependent students. There has been a statistically significant difference between digital game addiction levels and violence tendency levels according to the duration of digital game play. This difference is in favor of students who play less time in a day. There has been a positive and moderate relationship between digital game addiction levels and violence tendency levels.


2021 ◽  
Vol 26 (5) ◽  
pp. 445-452
Author(s):  
Abd. Aziz ◽  
Bagus Wahyu Setyawan ◽  
Kundharu Saddhono

The development of computer technology gradually increases. An artificial intelligence-based system also begins to be developed and used in various fields. One product of artificial intelligence is an expert system, used for psychological field. This study aimed to explain and describe the using of expert system to diagnose online game addiction to Junior High School Students. This is based on online game addiction phenomenon happening to Indonesian student especially in Junior High School. The implementation of this expert system used certainty factor method. Steps for developing this system were divided into four, namely designing expert system or architecture of expert system, representing knowledge, designing database, and testing and implementing the system. The results indicate that this system is divided into two domains, including user and admin. The user domain is provided for users who are willing to do online consultations using system expert application. Meanwhile, the admin domain is provided for an admin to manage each datum and question from the user who conducts an online consultation. From 1000 samples, it is obtained that 69% amongst total samples of Junior High School Student have a low-level addiction to online game, 25% experience medium-level addiction, and 6% are highly addicted.


2021 ◽  
Vol 15 (1) ◽  
pp. 81-88
Author(s):  
Octa Reni Setiawati ◽  
Sulis Setyowati

Online game addiction and academic stress among junior high school studentsBackground: Online games are currently rife in society, enthusiasts ranging from children to adults. Online games have a tendency to make players interested in lingering in front of the computer to forget about study time, meal time, sleep time, and contact the environment in the actual world because they spend more time in cyberspace. Game addiction is as if the player has nothing to do but play the game, and as if the game is his life. Students will find it difficult to manage time and meet academic demands during their schooling. This raises academic stress, which is defined as a condition or condition of individuals who experience pressure because of students' perceptions and assessments of academic stressors. This is due to the many academic demands that must be faced, for example, exams, and assignments.Purpose: To determine the relationship between online game addiction and academic stress among junior high school students.Method: A quantitative study with correlational design. The sample of 500 students (junior high school students) in Bandar Lampung as respondent and taken by accidental sampling. The questionnaire data collection is using Google Form (G Form). The analysis by Spearman test and bivariate.Results: Finding a significant relationship between game addiction and academic stress with a correlation coefficient of 0.174, so this value that means a weak relationship between online game addiction and academic stress. The correlation coefficient was positive so that the relationship between the two variables is unidirectional, thus it means that the higher the level of online game addiction, the academic stress level will also get worse.Keywords: Addiction; Online game; Academic stress; Junior high school studentsPendahuluan: Game online saat ini marak di masyarakat, peminatnya mulai dari anak kecil sampai orang dewasa. Game online memiliki kecenderungan membuat pemainnya tertarik berlama-lama di depan komputer hingga melupakan waktu belajar, waktu makan, waktu tidur, dan melakukan hubungan dengan lingkungan di dunia nyata karena mereka lebih banyak menghabiskan waktunya di dunia maya. Kecanduan game adalah pemain seakan-akan tidak ada hal yang ingin dikerjakan selain bermain game, dan seolah-olah game tersebut adalah hidupnya. Siswa akan kesulitan mengatur waktu dan memenuhi tuntutan akademik selama mereka sekolah. Hal tersebut menimbulkan stres akademik yang diartikan sebagai suatu kondisi atau keadaaan individu yang mengalami tekanan sebagai hasil persepsi dan penilaian siswa tentang stressor akademik. Hal tersebut dikarenakan banyaknya tuntutan akademik yang harus  dihadapi, misalnya ujian, tugas-tugas dan lain sebagainya.Tujuan: Untuk mengetahui hubungan kecanduan game online dengan stres akademik siswa SMP.Metode: Penelitian kuantitatif dengan desain korelasional. Penelitian ini menggunakan sampel 500 responden siswa Sekolah Menengah Pertama (SMP). Dianalisis dengan menggunakan Uji Spearmen.Hasil: Diketahui bahwa terdapat hubungan signifikan antara kecanduan game dengan stres akademik dengan Koefisien korelasi sebesar 0,174, maka nilai ini menandakan hubungan yang lemah antara kecanduan game online dengan stres akademik. Angka koefisien korelasi bernilai positif sehingga hubungan kedua variabel tersebut bersifat searah, dengan demikian dapat diartikan bahwa semakin tinggi tingkat kecanduan game online maka tingkat stress akademik juga semakin parah.


2021 ◽  
Vol 4 (4) ◽  
Author(s):  
Burçak KESKİN ◽  
◽  
Burcu GÜVENDİ ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
...  

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Juwi Rayfana Tiwa ◽  
O.I Palandeng ◽  
Jeavery Bawotong

Abstrack : Teenagers are ages who learn to try, both emotionally, spiritually, and socially andusually teenagers start looking for identity and associating with their environment. The role ofparents is very important to guide and educate children. Teenagers are very interested in onlinegames, if left unattended by parents, they will become addicted. Game addiction is a game thatcan give gamers a feeling of happiness to have a tendency to keep playing and ignore reality.The purpose of this study was to find out the relationship of parenting parents with online gameaddiction in adolescents in the Olives of Manado Senior High School. The research methoduses cross sectional. The respondents consisted of 60 teenagers with a total sampling technique.Data collection uses parenting and online game addiction questionnaires. The Chi-square testresults obtained were smaller than the significant values (α = 0.05) in parenting parents withonline game addiction (ρ = 0.021). The conclusion of the research shows that there is acorrelation between parenting parents and online game addictions.Keywords: Parenting Parents, Addicted To Online Games, TeenagersAbstrak : Remaja adalah usia yang belajar mencoba, baik secara emosi, spiritual, maupunsosial dan biasanya usia remaja mulai mencari jati diri dan bergaul dengan lingkunganya. Peranorang tua sangatlah penting untuk membimbing dan mendidik anak. Remaja sangat tertarikdengan game online, jika di biarkan tanpa pengawasan orang tua, akan berdapak menjadikecanduan. Kecanduan game adalah permainan game yang dapat memberikan perasaan bahagiaterhadap gamer untuk memiliki kecenderungan terus bermain dan mengabaikan realitas.Tujuan penelitian ini adalah mengetahui hubungan pola asuh orang tua denga kecanduan gameonline pada anak usia remaja di SMA Kristen Zaitun Manado. Metode Penelitianmenggunakan cross sectional. Responden terdiri dari 60 remaja dengan teknik pengambilantotal sampel. Pengumpulan data menggunakan kuesioner pola asuh dan kecanduan game online.Hasil Uji Chi-square yang di dapatkan lebih kecil dari nilai signifikan (α=0,05) pada pola asuhorang tua dengan kecanduan game online (ρ=0,021). Kesimpulan hasil penelitianmenunjukkan terdapat ada hubungan antara pola asuh orang tua dengan kecanduan gameonline.Kata kunci : Pola Asuh Orang Tua, Kecanduan Game Online, Remaja


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