Chandra, Ilham Aditya
Unknown Affiliation

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

ANALISIS DAMPAK GAME ONLINE TERHADAP PERILAKU SOSIAL DAN KOGNITIF PENGUNA STUDI KASUS PLUS GAMING Aminah, Siti; Diantoro, Karno; Chandra, Ilham Aditya
Infotech: Journal of Technology Information Vol 11, No 2 (2025): NOVEMBER
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v11i2.548

Abstract

The development of information and communication technology has driven the growth of online gaming into a global phenomenon, especially among the younger generation. The ease of internet access and the availability of supporting devices have increased the intensity of gaming. Online games can provide benefits in terms of strategic thinking, teamwork, and cognitive development, but excessive use can have a negative impact on social interaction, emotional stability, and user time management. The problem in this study is that as the intensity of online gaming increases, it leads to a decrease in social interaction, emotional disturbance, impulsive thinking, and poor time management in users. These impacts not only interfere with the quality of social and emotional life, but also productivity and the balance of daily activities. Therefore, this study utilized a clustering technique with K-Means algorithm using Orange Data Mining application, to group users based on the duration of play as well as social, emotional, and cognitive indicators. This approach helps to objectively identify groups of users who experience both positive and negative impacts. The analysis resulted in two clusters: C1, containing users with moderate playing intensity and positive behavioral tendencies (56.49%, silhouette 0.588), and C2, containing high-intensity users with negative behavioral tendencies (43.51%, silhouette 0.549). This study aims to map the behavior of online game users based on the intensity of playing, so that the general pattern of positive and negative impacts that appear in different groups of users can be known. The findings are expected to be the basis for further studies on the influence of playing intensity on the balance of users' lives.