Aidil Adha Putra Anandez
Poltekes Kemenkes Palembang

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Analisis Tingkat Kecanduan Game Online dengan Instrumen IGDS9-SF pada Remaja di SMP Negeri 21 Kota Palembang Aidil Adha Putra Anandez; Intan Kumalasari; Esti Sri Ananingsih; Ayu Febri Wulanda; Faiza Yuniati
Detector: Jurnal Inovasi Riset Ilmu Kesehatan Vol. 4 No. 3 (2026): Jurnal Inovasi Riset Ilmu Kesehatan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/detector.v4i3.6964

Abstract

Online game addiction has become an increasingly prevalent issue among adolescents and may negatively affect physical health, psychological well-being, social relationships, and academic achievement. This study aimed to identify the risk factors associated with online game addiction among adolescents at SMP Negeri 21 Palembang in 2026. This study employed a descriptive analytic design with a cross-sectional approach involving 283 respondents selected using proportional random sampling. Data were collected using a respondent characteristics questionnaire, the Internet Gaming Disorder Scale–Short Form (IGDS9-SF), a parenting style questionnaire, and a peer role questionnaire. Data were analyzed using the Chi-Square test with a significance level of α = 0.05. The results showed that 137 respondents (48.4%) were classified as having online game addiction, while 146 respondents (51.6%) were not. Bivariate analysis revealed significant associations between sex, age, gaming duration, father’s occupation, mother’s occupation, and peer influence with online game addiction (p<0.05). In contrast, parents’ marital status and parenting style were not significantly associated with online game addiction (p>0.05). These findings indicate that individual, family, and social environmental factors contribute to online game addiction among adolescents. Therefore, collaboration between schools and parents is needed to strengthen supervision, limit gaming duration, and provide education on responsible digital media use as preventive measures against online game addiction.