Abstract

Adolescence is one of the transitional periods of human development, where a person cannot be called an adult but no longer a child. The biggest users of online games in Indonesia are teenagers, where for teenagers playing online games is not a strange thing. pleasure and fun when playing games causes feelings of helplessness or inability to stop playing online games, so that in the end it affects other activities that are usually done daily. Knowing the effect of cognitive behavior therapy on online game addiction in adolescents at SMAN 7 Bulukumba in 2020 ". The design in this study is quantitative using research design, pre and post control group design, the sample of this study was 34 respondents who were divided into 2 groups (experimental and control), where the experimental group was given cognitive behavior therapy and the control group as a comparison. . The results of the analysis using the paired T test statistical test with a level of confidence (α = 0.05). Based on the results of this test. It was found that the p value in the experimental group was 0.000 and the p value in the control group was 0.163. So Ho was rejected and Ha accepted. The conclusion of this study is that there is an effect of cognitive behavior therapy on online game addiction in adolescents at SMA Negeri 7 Bulukumba in 2020, researchers suggest that more attention is needed to adolescents who are addicted to online games so as not to cause harm in the future.

Highlights

  • Man was born with all his needs, where at the beginning of human civilization, the needs became limited and very simple

  • The number of samples used in this study was 34 students, where the intervention group consisted of 17 students and a control group of 17 students

  • Based on table.2 it can be known that as many as 17(100%) respondents who experienced online gaming addiction in the intervention group before the pre-test decreased to 6 (35.5%) respondents who experience addiction to online games after being treated cognitive behavior theraphy

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Summary

Introduction

Man was born with all his needs, where at the beginning of human civilization, the needs became limited and very simple. The level of civilization becomes more advanced and more varied human needs. The development of technology makes information easier to access and the internet accelerates the change(Reza, 2018). The increasing use of the internet in line with the ease factor offered allows people to access the internet either by using a computer, notebook, or by using a mobile phone. Using the internet can facilitate daily activities such as: sending mail (email), sending messages (chatting), retrieving or sending the information needed as well as a means of obtaining entertainment. One of the entertainment that can be offered and is very popular among teenagers today is online game play(Siagian, 2017)

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