CEK SIMILARITY_Exploration of the Profile and Intention in Restricting Online Game in Teenagers with Gaming Disorder: A Qualitative Study

Tentama, Fatwa (2021) CEK SIMILARITY_Exploration of the Profile and Intention in Restricting Online Game in Teenagers with Gaming Disorder: A Qualitative Study. Scientific Foundation SPIROSKI, Skopje, Republic of Macedonia, Public Health Disease Control.

[thumbnail of Exploration_of_the_Profile_and_Intention_in_Restri.pdf] Text
Exploration_of_the_Profile_and_Intention_in_Restri.pdf

Download (1MB)

Abstract

Background: Gaming disorder is one of the mental disorders when someone does his spare time activity by playing the game and is addicted to playing online games. This condition is more common in adolescents and eventually could harm their health. Hence, the researchers interested to study the teenagers' profiles and intentions to identify their efforts and obstacles in restricting online games.
Objective: This study aimed to explore the profile and addiction scales of teenagers with online gaming disorder and to identify their intentions, plans, and obstacles in reducing their addictions.
Method: The study employed qualitative research with a phenomenology approach. The research included six online gamer participants. The researcher selected the participants by using a purposive sampling technique. They were game-addicted teenagers according to the scale of gaming addiction. The researchers collected the data with a guided interview and an observation list. They analyzed the data using phenomenology analysis.
Results: The scale of addiction data showed that all informants were in a high category of addiction. This scale of addiction was in line with their profiles of playing games at least five hours a day because they perceived playing games as an urgent activity to relieve stress or as entertainment. When they played online games, they held back hunger and skipped their meals, even though they were hungry and often held back urinating. Besides, being actively playing at night made them sleep in the daytime. In addition, the data showed that four of the informants stated that they had some intentions and plans to reduce or quit playing, but they did not have specific plans. They had not followed up on their readiness and had not known when to reduce or stop playing online games. Some obstacles cause them to have no intentions.
Conclusion: The profiles of the teenagers with gaming disorders showed a high category of addiction scale. They played online games as stress-relieving entertainment. When playing, they often held hunger, thirsty, urinating, and did not sleep at night. There were some teenagers with gaming disorders who had no intention of reducing or stopping the games. Meanwhile, some others were willing to reduce and quit the game, but they did not have any alternative activities and did not know when they will stop playing online games. Friends' invitation, the fun of playing games, problems of self-control/habits, the temptation of watching other gamers playing, boredom, and the new trend of the electronic game sport were the obstacles for the addictive teenagers to control their online gaming.

Item Type: Other
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Divisi / Prodi: Faculty of Psychology (Fakultas Psikologi) > S1-Psychology (S1-Psikologi)
Depositing User: Dr. Fatwa Tentama, S.Psi., M.Si.
Date Deposited: 30 Dec 2021 01:05
Last Modified: 30 Dec 2021 01:05
URI: http://eprints.uad.ac.id/id/eprint/29932

Actions (login required)

View Item View Item