2021
DOI: 10.32883/rnj.v3i3.1054
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Hubungan Karakteristik Remaja Dengan Tingkat Kecanduan Gadget di Kota Bukittinggi

Abstract: <div><strong><em>Background:</em></strong><em> Heavy addiction to gadgets has a biological and psychological impact. According to the Indonesian Internet Service Providers Association (APJII) the prevalence of adolescents playing online games is 44.10% and in adolescents aged 10 to 24 years approximately 18.40% in the year 2016. In 2020 the results of research in the city of Bukittinggi showed 75% of adolescents used gadgets to play games. The purpose of this study was to de… Show more

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“…The excessive use of electronic devices will significantly impair sleep quality, resulting in poor sleep quality, the respondents' enthusiasm for using electronic devices exposes them to a great deal of light, which is one of the factors affecting sleep and the average respondent begins sleeping between midnight to dawn so it is common for students to fall asleep in class or be tardy as a result of sleeping too late and continuing to sleep in the morning, which causes them to wake up late [28]. If they are required to get up early, they will be exhausted and drowsy in class, whereas if they are required to study during the day, they will continue to slumber and use their electronic devices to communicate, seek entertainment, play games, and research campus events [29].…”
Section: Resultsmentioning
confidence: 99%
“…The excessive use of electronic devices will significantly impair sleep quality, resulting in poor sleep quality, the respondents' enthusiasm for using electronic devices exposes them to a great deal of light, which is one of the factors affecting sleep and the average respondent begins sleeping between midnight to dawn so it is common for students to fall asleep in class or be tardy as a result of sleeping too late and continuing to sleep in the morning, which causes them to wake up late [28]. If they are required to get up early, they will be exhausted and drowsy in class, whereas if they are required to study during the day, they will continue to slumber and use their electronic devices to communicate, seek entertainment, play games, and research campus events [29].…”
Section: Resultsmentioning
confidence: 99%
“…Belum adanya data terkait ketergantungan gadget, seperti fenomena gunung es, trerlihat kecil di permukaan namun angka kecanduan dan dampak negatif justru tersimpan dan banyak masyarakat, yang tidak menyadari kecanduan gadget adalah sebuah kelainan dan bukan masalah fisik yang muncul dampaknya dalam waktu dekat (Febrina, Cory ;Rina, 2020)…”
Section: Pendahuluanunclassified