Abstract

Online game is a game that can be accessed by the community using internet access. Online games are known to have a fun and addictive effect on their use. Indonesia is the 16th most online game user in the world. This study aims to provide an overview and the impact of the habit of playing online games on Pharmacy students in Samarinda. The method used in this study was using questionnaires distributed to at least 57 respondents of Pharmacy students in Samarinda. The results show that at least 80% of students have played online games with an average playing time of 1-2 hours in one day. The results of the questionnaire also showed an impact in the form of decreasing students' sensitivity to the surrounding environment and the tendency to speak harshly due to playing online games. Based on the results, it can be concluded that the habit of playing online games can reduce students' sensitivity to their environment and can encourage negative behavior, especially in verbal matters. This research can be used as a preliminary description of behavior changes towards the negative of students due to the habit of playing online games.

Highlights

  • This millennial era the advancement of information technology is growing rapidly

  • This research was conducted by distributing questionnaires using google form to all students of S1 Pharmacy Study Program at the University of Muhammadiyah East Kalimantan (UMKT)

  • This research was conducted on second semester students in UMKT Bachelor of Pharmacy study programs using google form

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Summary

INTRODUCTION

This millennial era the advancement of information technology is growing rapidly. One example of technological progress in this era is the internet. But entertainment facilities presented by the internet, for example online games. Average online game addict can spend ± 20-25 hours a week, so that in a day they can play for more than 5 hours[3]. The Soul Specialist Doctor of Banyumas Hospital, Hilma Paramita, said that the average patient cannot control himself when playing online games. As a result, they are no longer able to move normally[4]. This research is expected to be the initial information for parents and teaching staff to be able to find solutions to overcome the habit of playing online games for students

MATERIAL AND METHOD
AND DISCUSSION Overview of research respondents
Findings
CONCLUSION
Full Text
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