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Bab 1 Pendahuluan
Bab 1 Pendahuluan
PRELIMINARY
1.1. Background
Based on the description above, the research problem can be formulated as follows:
"Is there a relationship between the duration and frequency of playing online games with
mental emotional problems in adolescents aged 15-19 years?"
Based on the description above, the research problem can be formulated as follows:
"Is there a relationship between the duration and frequency of playing online games with
mental emotional problems in adolescents aged 15-19 years."
1.3. Research purposes
1.3.1. General purpose
This study aims to determine the relationship of the duration and frequency of playing
online games with mental emotional problems in adolescents aged 15-19 years in my
residence
1. Research
- As a basis for further research on the effect of play patterns online game in teens.
2.1. Teenager
2.1.1. Teen Definition
Adolescent comes from Latin, the word adolescere which means to be an
adult (IKA UI, 2007). Adolescence is a period of human development. This period
is a period of change or transition from childhood to adulthood which includes
biological, psychological, and sociological changes (MOH RI, 2005).
Age categories based on chronology and various interests, there are some
definitions about adolescents, namely:
1. According to WHO, adolescents are individuals aged 10-19 years
(Soetjiningsih, 2004).
2. According to Law No. 4 of 1979, regarding the welfare of adolescents,
adolescents are those who have not reached the age of 21 years and are not married
(Soetjiningsih, 2004).
3. According to Marriage Law No. 1 of 1979, children are considered to be
teenagers if they are mature enough, namely the age of 16 years for women and 19
years for boys (Soetjiningsih, 2004).
Specific factors found in the physical growth of adolescent boys and girls
are:
1. Teenage Girl
Puberty begins with breast development, 10-11 years where the nipple and
surrounding area begin to enlarge, then pubic hair appears. Vaginal discharge
occurs at the age of 10-13 years. Underarm sweat begins in production at the age
of 12-13 years and has a distinctive odor, which is a result of the development of
the apocrine glands. Menstruation occurs generally at age 11-14 years old. Full
sexual maturation of adolescent girls occurs at the age of 16 (IDAI Adolescent
Task Force, 2010), (Behrman, Kliegman, and Arvin, 2011).
2. Teenage Boys
Rapid growth generally occurs at the age of 12-13 years, where the penis
begins to enlarge. Premature ejaculation generally occurs at the age of 13-14 years,
characterized by the release of liquid mucus from the urethra after the penis is
elongated. At the age of 13-15 years, armpit hair, body hair, mustache, whiskers,
and beards begin to grow. The development of the apocrine glands causes
increased perspiration production and results in adult body odor. At the age of 14-
15 years a hoarse voice starts to appear. A year before the sound broke, Adam's
apple began to grow. Full sexual maturation in men occurs at the age of 17-18
years (IDAI Teen Task Force, 2010), (Behrman Kliegman, and Arvin, 2011).
3. Community Environment
Society is the widest environment for teenagers. The demand that adolescents
follow the rules of culture, anxiety will face punishment, threats, and the absence
of affection is an encouragement that causes adolescents are forced to follow the
demands of the cultural environment (socialized anxiety). If this anxiety is too
severe, the resulting effect is behavioral barriers (South Sulawesi Health Service,
2014).
2.2. Mental and Emotional Problems in Teenagers
CHAPTER III
RESEARCH METHODOLOGY
CHAPTER IV
DISCUSSION
CHAPTER V
CONCLUSIONS AND SUGGESTIONS
Based on the results of the analysis and discussion of the above research,
conclusions can be drawn regarding the correlation of the duration and frequency
of playing online games with mental emotional problems as follows.
1. In this study, the number of male respondents is higher, i.e. compared to
female respondents.
2. The average duration of playing online games for teens in my residence
± 1.63 hours in one week.
3. The average frequency of playing online games in teens in my residence
is ± 1.62 times in one week.
6. There is a strong correlation between the frequency of playing online
games on emotional symptoms (r = 0.565), the moderate correlation between the
frequency of playing online games on behavioral problems, hyperactivity,
relationship problems between people (r = 0.372; r = 0.359; r = 0.396) , and there
is no relationship between the frequency of playing online games on prosocial
behavior (r = 0.185 6.2 Suggestions.
1. For Parents
Researchers suggest that parents guide the child more in the process of
growth and development and increase supervision of patterns of playing children's
online games by limiting contact with online games and choosing the type of
online games that are cooperative and do not contain elements of violence. In
addition, parents can also do early detection by using the SDQ parent report to
find out whether the child is at risk of experiencing mental emotional problems or
not as a form of early detection.
3. For Research
Researchers suggest further research needs to be done with more research
respondents and share specific types of online games to determine their
relationship with mental emotional problems.
DAFTAR PUSTAKA
http://repositori.usu.ac.id/handle/123456789/2801
Central Bureau of Statistics. Population by Age Group, Urban / Rural Area, Gender.
2010. Available: http://sp2010.bps.go.id/index.php/site?id=12&w
wilayah=Sumatera%20 North (Accessed: 21th April 2015)
Damayanti, M, 2011. Emotional Mental Problems in Adolescents: Detection and
Intervention. Jakarta: Sari Pediatrics.
South Sulawesi Health Service, 2014. Adolescent Mental Health Guidelines.
Available:
http://dinkessulsel.go.id/new/images/pdf/pedoman/pedoman%20kes%20jiw a%
20remaja.pdf (Accessed: 21th April 2015)
Findrianti, L., 2002. Relationship of Frequency of Playing Video Games with Levels
Social Maturity in Children. Malang: UNIKOM.
Fromme, J. 2003. Computer Games as a Part of Children's Culture. The International
Journal of Computer Game Reasearch. 3 (1): 17-25. Available:
http://www.gla.ac.uk/schools/education/research/publications/ (Accessed: 7th May
2015)
Indonesia Dictionary. 2015. Definition of Duration and Frequency.
Available from: www.kbbi.web.id
IDAI Teens Task Force. 2010. Emotional Mental Problems of Adolescents in
Adolescent Health Health Values. Jakarta: Indonesian Pediatricians Association
Publisher Board.
Soetjiningsih. 2004. Somatic Growth in Adolescents in Textbooks
Adolescent Growth and Its Problems. Jakarta: Sagung Seto