Yudistira, Fikri Putra Bagus (2026) Hubungan Intensitas Bermain Game Online terhadap Tingkat Stres Remaja di RW 3 Kelurahan Morokrembangan. Undergraduate thesis, Universitas Muhammadiyah Surabaya.
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Abstract
Pendahuluan: Permasalahan tingginya durasi bermain game online pada remaja berdampak langsung terhadap ketidakstabilan emosi. Studi pendahuluan di RW 3 Morokrembangan mengonfirmasi rutinitas bermain 3-8 jam setiap malam memicu ketidakstabilan emosi dan stres nyata. Penelitian ini bertujuan menganalisis hubungan antara intensitas bermain game online terhadap tingkat stres pada remaja usia 15-23 tahun di RW 3 Kelurahan Morokrembangan. Metode: Penelitian kuantitatif cross-sectional ini melibatkan 58 remaja yang aktif bermain game online, dipilih melalui teknik purposive sampling. Pengumpulan data menggunakan kuesioner adaptasi teori Chaplin untuk mengukur intensitas bermain dan Perceived Stress Scale (PSS-10) untuk mengukur tingkat stres. Analisis data dilakukan dengan uji korelasi Spearman Rank. Hasil & Pembahasan: Mayoritas responden memiliki intensitas bermain pada kategori tinggi (53,4%) dan mengalami tingkat stres sedang (77,6%). Hasil uji statistik menunjukkan p-value = 0,000 dan koefisien korelasi 0,694. Terdapat hubungan positif yang kuat; semakin tinggi intensitas bermain game online, semakin meningkat tingkat stres remaja. Tingkat stres ini juga berkaitan dengan rentang usia remaja yang rentan terhadap tekanan, yang kemudian diperparah oleh kebiasaan bermain kompulsif. Oleh karena itu, diperlukan intervensi keperawatan komunitas yang taktis, seperti pembatasan operasional Wi-Fi komunal dan edukasi manajemen stres, guna memutus kebiasaan begadang.
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Introduction: Prolonged online gaming among adolescents directly impacts emotional instability. A preliminary study in RW 3, Morokrembangan, confirmed that gaming routines lasting 3–8 hours nightly trigger emotional instability and significant stress. This study aimed to analyze the relationship between online gaming intensity and stress levels among adolescents aged 15–23 in RW 3, Morokrembangan Sub-district. Methods: This quantitative cross-sectional study involved 58 adolescents who actively play online games, selected via purposive sampling. Data collection utilized a questionnaire adapted from Chaplin’s theory to measure gaming intensity and the Perceived Stress Scale (PSS-10) to measure stress levels. Data analysis was performed using the Spearman Rank correlation test. Results&Discussion: The majority of respondents fell into the high gaming intensity category (53.4%) and experienced moderate stress levels (77.6%). Statistical analysis showed a p-value of 0.000 and a correlation coefficient of 0.694. A strong positive relationship exists; higher online gaming intensity correlates with increased stress levels among adolescents. These stress levels are also linked to an age group inherently vulnerable to pressure, a situation exacerbated by compulsive gaming habits. Therefore, strategic community nursing interventions—such as limiting communal Wi-Fi operating hours and providing stress management education—are required to break the habit of staying up late.
| Item Type: | Thesis (Undergraduate) |
|---|---|
| Uncontrolled Keywords: | Game Online, Koping tidak efektif, Manajemen stres, Remaja, Keperawatan komunitas,Online Games, Ineffective coping, Stress management, Adolescents, Community nursing |
| Subjects: | B Philosophy. Psychology. Religion > BF Psychology H Social Sciences > HN Social history and conditions. Social problems. Social reform R Medicine > RT Nursing |
| Divisions: | 04. Fakultas Ilmu Kesehatan > S1 Keperawatan |
| Depositing User: | FIKRI PUTRA BAGUS YUDISTIRA |
| Date Deposited: | 13 Oct 2026 01:33 |
| Last Modified: | 13 Oct 2026 01:33 |
| URI: | https://repository.um-surabaya.ac.id/id/eprint/14965 |
