2018
DOI: 10.26502/fjhs004
|View full text |Cite
|
Sign up to set email alerts
|

Game Addiction is Included in Mental Illness and Medical Care is A Challenge: Textual and Discourse Analysis

Abstract: The popularity of smartphones and mobile communications has made mobile phones and game addictions like "electronic opium" spread. The World Health Organization (WHO) officially listed "gaming disorders" as mental illness at the beginning of this year. In 2018, it is expected to encourage more experts to invest in relevant medical research, so that addicts have more resources to seek help. The researchers used the method of Textual and Discourse Analysis. The narrative document not only reflects norms, but als… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
0
0
3

Year Published

2020
2020
2022
2022

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(3 citation statements)
references
References 13 publications
(22 reference statements)
0
0
0
3
Order By: Relevance
“…Menurut statistik, saat ini ada sekitar 2,6 miliar populasi game di dunia (Lin, 2018). Angka kejadian game online di dunia diperkirakan 8,5% di Negara Cina, AS, Jepang, Korea Selatan, Jerman, Inggris, Prancis, Spanyol, Kanada, dan Italia (Masya & Candra, 2016).…”
Section: Pendahuluanunclassified
See 2 more Smart Citations
“…Menurut statistik, saat ini ada sekitar 2,6 miliar populasi game di dunia (Lin, 2018). Angka kejadian game online di dunia diperkirakan 8,5% di Negara Cina, AS, Jepang, Korea Selatan, Jerman, Inggris, Prancis, Spanyol, Kanada, dan Italia (Masya & Candra, 2016).…”
Section: Pendahuluanunclassified
“…Angka kejadian game online di dunia diperkirakan 8,5% di Negara Cina, AS, Jepang, Korea Selatan, Jerman, Inggris, Prancis, Spanyol, Kanada, dan Italia (Masya & Candra, 2016). Penelitian yang dilakukan Jap, Tiatri, Jaya & Suteja (2013), (Lin, 2018). Seperti kecanduan pada zat, pemain game online terbiasa untuk menghabiskan waktunya untuk duduk dan bermain di depan layar monitor dalam waktu lama dan mengabaikan aktivitas lainnya (Kök Eren & Örsal, 2018).…”
Section: Pendahuluanunclassified
See 1 more Smart Citation