LITERATUR REVIEW: PENGGUNAAN GAME ONLINE SEBAGAI STRATEGI KOPING DESTRUKTIF DI MASA PANDEMI COVID-19

DOI: https://doi.org/10.33650/jkp.v11i2.6769

Authors (s)


(1) * Maulidiyah Junnatul Azizah Heru   (Universitas Nurul Jadid)  
        Indonesia
(*) Corresponding Author

Abstract


As the internet age is growing rapidly, one of the benefits of the development of the internet is for entertainment facilities, for example to play online games. Online games are an audio and visual based game that is played over the internet network.  Objective : To find out if the use of online games during the COVID-19 Pandemic is a destructive coping state. Methods : The source of the article used is through a database search google scholar, science direct and elsiver. Article searches are restricted from 2016 to 2021. The keywords used in the article searches are "online gaming", "internet gaming addiction" and "COVID-19 pandemic". This Literature Review uses 15 articles that fit the inclusion criteria. Results: Online gaming or online games from reviewed research greatly have a negative impact on online gaming users, because not always online games are useful and pose a lot of risks. Conclusion: The use of online games during the COVID-19 pandemic is a destructive coping strategy because the use of online games is not always beneficial and can pose many risks that negatively impact excessive gaming such as endangering mental health, sleep patterns, or physical health


Keywords

Online games, Destructive coping strategies, COVID-19 Pandemic



Full Text: PDF



References


Perez, M. Video Games Are Being Played At Record Levels As The Coronavirus Keeps People Indoors. 2020; Available from: https://www.forbes.com/sites/mattperez/2020/03/16/video-games-are-being-played-at-record-levels-as-the-coronavirus-keeps-people-indoors/?sh=3d5961b357ba.

WHO. Addictive behaviours: Gaming disorder. 2018; Available from: https://www.who.int/news-room/q-a-detail/addictive-behaviours-gaming-disorder.

Clifford, T., Web traffic spiked 20% in one week amid coronavirus shutdown, Verizon CEO says., in CNBC news letters. 2020.

Broughton, M., Europe mobile game revenue hits record high; riot acquires hypixel, in The Gaming Economy. 2020.

Wu, S. Verizon reports 75% increase in video game traffic. 2020; Available from: https://gamingstreet.com/verizon-reports-75-increase-in-video-game-traffic/

WHO. Middle East respiratory syndrome coronavirus (MERS-CoV) : fact sheets. 2017 2019; Available from: https://www.who.int/en/news-room/fact-sheets/detail/middle-east-respiratory-syndrome-coronavirus-(mers-cov).

Montag, C. and J.D. Elhai, Discussing digital technology overuse in children and adolescents during the COVID-19 pandemic and beyond: On the importance of considering Affective Neuroscience Theory. Addictive Behaviors Reports, 2020. 12: p. 100313.

Russoniello, C., K. O’Brien, and J.M. Parks, The effectiveness of casual video games in improving mood and decreasing stress. Journal of Cyber Therapy and Rehabilitation, 2009. 2: p. 53-66.

Novrialdy, E., Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya. Buletin Psikologi, 2019. 27: p. 148.

Bányai F, Z.Á., Kökönyei G, Griffiths MD, Demetrovics Z, Király O, The Moderating Role of Coping Mechanisms and Being an e-Sport Player Between Psychiatric Symptoms and Gaming Disorder: Online Survey. JMIR Ment Health, 2021.

Oka, T., et al., Prevalence and risk factors of internet gaming disorder and problematic internet use before and during the COVID-19 pandemic: A large online survey of Japanese adults. Journal of Psychiatric Research, 2021. 142: p. 218-225.

Teng, Z., et al., Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. Journal of Behavioral Addictions JBA, 2021. 10(1): p. 169-180.

Sallie, S.N., et al., Assessing online gaming and pornography consumption patterns during COVID-19 isolation using an online survey: Highlighting distinct avenues of problematic internet behavior. Addict Behav, 2021. 123: p. 107044.

Blasi, M.D., et al., Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. Journal of Behavioral Addictions J Behav Addict, 2019. 8(1): p. 25-34.

Ostinelli, E.G., et al., Depressive symptoms and depression in individuals with internet gaming disorder: A systematic review and meta-analysis. Journal of Affective Disorders, 2021. 284: p. 136-142.

Saputra, M., M. Marjohan, and S. Safrizal, GAME ADDICTION AND ITS EFFECTS ON TEENAGERS’ MENTAL HEALTH. Ta'dib, 2020. 23: p. 113.

Ayenigbara, I.O., Gaming Disorder and Effects of Gaming on Health: An Overview. Journal of Addiction Medicine and Therapeutic Science, 2018.

Fazeli, S., et al., Depression, anxiety, and stress mediate the associations between internet gaming disorder, insomnia, and quality of life during the COVID-19 outbreak. Addictive Behaviors Reports, 2020. 12: p. 100307.

Siste, K., et al., The Impact of Physical Distancing and Associated Factors Towards Internet Addiction Among Adults in Indonesia During COVID-19 Pandemic: A Nationwide Web-Based Study. Frontiers in Psychiatry, 2020. 11(924).

Yen, J.-Y., et al., Emotional Regulation in Young Adults with Internet Gaming Disorder. International Journal of Environmental Research and Public Health, 2018. 15(1): p. 30.

Ko, C.-H., et al., Validity, functional impairment and complications related to Internet gaming disorder in the DSM-5 and gaming disorder in the ICD-11. Australian & New Zealand Journal of Psychiatry, 2019. 54(7): p. 707-718.

Cisamolo, I., et al., Perceptions of adolescents concerning pathological video games use: A qualitative study. La Presse Médicale Open, 2021. 2: p. 100012.

Marlaokta, M. and R. Mutiara, Dampak Internet Gaming Disorder terhadap Status Kognitif dan Perilaku Psikopatologis. Jurnal Keperawatan Jiwa, 2019(Vol 7, No 3 (2019): November 2019): p. 333-336.

Djannah, S., F. Tentama, and R. Sinanto, Game addiction among adolescents and its’ health impacts. International Journal of Public Health Science (IJPHS), 2021. 10: p. 480.

W., J.J.H., Hubungan Antara Tingkat Stres dengan Kecanduan Game Online pada Remaja Kelurahan Ploso Baru Surabaya, in Fakultas Keperawatan. 2017, Universitas Airlangga.

Andriyanto, N. Dampak Game Online terhadap Perilaku Sosial Remaja. News 2020; Available from: https://kumparan.com/nagaming/dampak-game-online-terhadap-perilaku-sosial-remaja-1usjdQBbfT4.

Billieux, J., et al., Rationale for and usefulness of the inclusion of gaming disorder in the ICD-11. World psychiatry : official journal of the World Psychiatric Association (WPA), 2021. 20(2): p. 198-199.

Colder Carras, M., et al., Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents. Comput Human Behav, 2017. 68: p. 472-479.

King, D., et al., Problematic online gaming and the COVID-19 pandemic. Journal of Behavioral Addictions, 2020. 9: p. 184-186.

King, D., E. Koster, and J. Billieux, Study what makes games addictive. Nature, 2019. 573(7774): p. 346.


Article View

Abstract views : 159 times | PDF files viewed : 89 times

Dimensions, PlumX, and Google Scholar Metrics

10.33650/jkp.v11i2.6769


Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Maulidiyah Junnatul Azizah Heru

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.