首页    期刊浏览 2024年11月28日 星期四
登录注册

文章基本信息

  • 标题:IMPACT OF VIDEO GAME ADDICTION IN TEENAGERS
  • 本地全文:下载
  • 作者:Fatimah Kurniasari Utami ; Dra. Retnaningsih
  • 期刊名称:Faculty of Psychology
  • 出版年度:2007
  • 卷号:0
  • 期号:0
  • 语种:English
  • 出版社:Faculty of Psychology
  • 摘要:Keyword: Key Word : adolescent , video game, addictionAbstrack:ABSTRACT :Video games are very dominant play a lot of people around the world for various ages, from children to adults. Requirements for video games to know the game fairly easy. If someone does not have full tools, he could still play in some place or land rental video game that many were scattered everywhere. From the start of the small environment, small shops to the simple kiosk. The method used in this research is qualitative research by using the triangulation of the linking theory with the theories of existing triangulation methods, which use the method of using a qualitative approach to interviewing and observation methods, and triangulation of data, or sources, namely observations of data comparing with the data subject interviews with significant others who are addicted subject to bias play video games and video games more than three hours per day, subject to eliminate saturation play will daily activity. Subjects were tireless when playing video games. The subject will feel very offended when he gets a reprimand would be a video game habits of the surrounding environment. Be reluctant doing subject of homework given by the teacher. Also subject to reduce the habit of playing video games but it felt very hard. The impact of video game addiction, including the positive and negative impacts. Positive impact felt by the subject is feeling proud if successfully solve challenges in a game, because the subject will get praise from other gamers as well regarded as the greatest. While the negative effects of playing video games are perceived by the subject is the subject of declining school performance in some recent semester. This happens because the subject is difficult to concentrate when studying at home or at school. Concentration of the subject is always divided between a video game that he has not finished playing with the subject to learn. Another negative impact is the subject of a forgotten time, often forgetting his obligation to serve, and the subject often forget a meal. Besides, the subject felt the game suggested considered very exciting and interesting.
国家哲学社会科学文献中心版权所有