Skripsi
GAMBARAN INTERNET GAMING DISORDER PADA MAHASISWA UNIVERSITAS SRIWIJAYA
Background: The increasing use of online games along with technological development may lead to Internet Gaming Disorder (IGD), a behavioral addiction recognized in DSM-5 and ICD-11. University students are a vulnerable group due to academic demands and greater autonomy in time management. Methods: This study was a descriptive observational study with a cross-sectional design involving 561 active students of Sriwijaya University in the 2024/2025 academic year. Data were collected online using the IGDS9-SF, UCLA Loneliness Scale, and DASS-21 questionnaires. All variables were analyzed descriptively and presented in frequency distribution tables. Results: A total of 252 respondents (44.0%) met the criteria for IGD. Higher proportions of IGD were found among male students, those living independently, and students from the 2022 cohort. Most respondents played games for ≥8 hours per day, primarily using smartphones and playing MOBA-type games. Higher proportions of IGD were observed among respondents with moderate to extremely severe levels of loneliness, anxiety, depression, and stress. Conclusion: Internet Gaming Disorder was found at a relatively high proportion among students of Sriwijaya University. Keywords: Internet Gaming Disorder, online games, psychological factors
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