Sriyani Lianhati
Universitas Mohammad Husni Thamrin

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Factors Associated with Online Gaming Addiction Among Adolescents in Pisangan Timur Urban Village, East Jakarta Sriyani Lianhati; Ajeng Tias Endarti; Titi Indriyati
Jurnal Kesehatan Masyarakat Perkotaan Vol. 6 No. 1 (2026): Jurnal Kesehatan Masyarakat Perkotaan
Publisher : LPPM Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jkmp.v6i1.3536

Abstract

With the rapid development of technology and high smartphone access in dense urban areas such as Pisangan Timur Village, East Jakarta, online game use among adolescents is increasing and carries the risk of addictive behavior that impacts physical, psychological, social, and academic aspects. Therefore, research is needed to analyze the factors associated with addictive online gaming behavior as a basis for formulating comprehensive prevention and control strategies. This study aims to identify factors associated with addictive online gaming behavior among adolescents in Pisangan Timur Village, East Jakarta. The research method used was quantitative, with a cross-sectional design. This study was conducted on 88 adolescents with tendencies toward online gaming addiction in the Pisangan Timur Village, East Jakarta. The analysis methods used were univariate, bivariate, and multivariate analysis. Bivariate analysis revealed that factors associated with addictive online gaming behavior in adolescents were depression (p=0.027; OR=5.182), duration/frequency of gaming (p=0.003; OR=11.094), and a supportive social environment (p=0.003; OR=14.571). Age, gender, parenting style, and access to and availability of technology did not show a significant relationship (p>0.05). Multivariate logistic regression analysis revealed significant factors such as gaming duration (p=0.014; OR=7.463) and social environment (p=0.034; OR=10.604). The lowest p-value indicates that gaming duration is the dominant factor. Recommendations include limiting and monitoring gaming duration by parents, strengthening digital literacy in schools, supporting educational programs and alternative spaces from the government, creating a conducive social environment, and developing longitudinal research to sustainably prevent addictive online gaming behavior.