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Hubungan Paparan Game Online Berunsur Kekerasan terhadap Kejadian Perilaku Agresif pada Remaja Arentha Ayu Pitakasari1; Agung Pambudi; Kandar Kandar
Jurnal Ilmiah Kesehatan Jiwa Vol 1 No 1 (2019): Desember 2019, Jurnal Ilmiah Kesehatan Jiwa
Publisher : RSJD Dr. Amino Gondohutomo Provinsi Jawa Tengah

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Abstract

Game online adalah jenis permainan komputer yang memanfaatkan jaringan komputer. Permainan pada game online kebanyakan menampilkan adegan agresif yang secara tanpa sadar perilaku agresif tersebut akan terekam dalam memori alam bawah sadar remaja sehingga sikap agresif pada remaja begitu mudah terbentuk. Penelitian ini bertujuan untuk mengetahui hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Penelitian ini merupakan deskriptif analitik dengan pendekatan cross sectional dan sampel diambil secara total dari populasi yang berjumlah 42 responden. Pengambilan data menggunakan kuesioner dan dianalisis menggunakan uji Fisher. uji Fisher didapatkan nilai p = 0.733, p > 0.005 disimpulkan tidak ada hubungan paparan game online berunsur kekerasan terhadap kejadian perilaku agresif pada remaja di Kelurahan Bulustalan Semarang. Responden yang sering terpapar game online berunsur kekerasan berjumlah 31 responden (73,8%) dan yang jarang berjumlah 11 responden (26,2%). Responden yang berperilaku tidak agresif agresif berjumlah 25 responden (59,5%) dan responden yang berperilaku agresif berjumlah 17 responden (40,5%). Kata kunci: game online, perilaku agresif RELATIONSHIP EXPOSURE TO ONLINE GAMES EXPLAINING VIOLENCE AGAINST EVENTS AGGRESSIVE BEHAVIOR ABSTRACT Online games are a type of computer game that utilizes computer networks. Games in online games mostly display aggressive scenes that unconsciously aggressive behavior will be recorded in the subconscious memory of adolescents so that aggressive behavior in adolescents is so easily formed. This study aims to determine the relationship between exposure to violent online games to the incidence of aggressive behavior in adolescents in the Sub-district of Bulustalan Semarang. This research is a descriptive analytic with cross sectional approach and the sample is taken in total from a population of 42 respondents. Retrieval of data using a questionnaire and analyzed using Fisher statistical test. Fisher test found p = 0.733, p> 0.005 concluded that there was no relationship between exposure to violent online games to the incidence of aggressive behavior in adolescents in Bulustalan Village, Semarang. Respondents who are frequently exposed to violent online games numbered 31 respondents (73.8%) and those who rarely numbered 11 respondents (26.2%). Respondents who behaved in an aggressive manner were 25 respondents (59.5%) and respondents who behaved aggressively were 17 respondents (40.5%). Keywords: online game, aggressive behavior