Relationship of strength and difficulty factors and video game addiction in adolescents of Denpasar Junior High School
Keywords:
adolescent, difficulty factor, strength factor, video game addictionAbstract
Introduction: Video game addiction in adolescents can result in negative impacts on daily functioning, including personal, social, and educational. Finding the strength and difficulty factors and the related factors is beneficial for better diagnosis and treatment. Method: This study was conducted using a cross-sectional study design to examine the relationship between strength and difficulty factors and video game addiction. The research was conducted at three chosen junior high schools in Denpasar City from March to April 2024. The inclusion criteria are junior high school students in Denpasar City. The exclusion criteria were students with severe comorbidities, a history of psychiatric disorders, and who refused research approval. Data analysis consists of descriptive statistical analysis, proportional comparison analysis, and logistic regression tests. Result: From the 209 samples, 56.9% were male, 36.4% played long games, 71.3% had WIFI at home, and 64.6% had low-income parents. The distribution of supporting and confounding factors in the sample based on the Strength and Difficulty Questionnaire (SDQ) found that the prevalence of abnormal emotions was 82 (39.2%), abnormal Conduct was 67 (32.1%), abnormal hyperactivity was 105 (50.2%), abnormal peer was 139 (66.5%), total difficulty (ECHP) was 131 (62.7%) and abnormal prosocial was 23 (11%).
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