Internet Gaming Disorder Scale was originally developed to measure Internet Gaming Disorder (IGD) based on the nine criteria proposed by the Diagnostic and Statistical Manual of Mental Disorders, 5th ed. (DSM-5). Until recently, there is no result of prevalence of internet gaming disorder among Indonesian Muslim undergraduate students. The objective of this study is to investigate the prevalence of Internet Gaming Disorder among Indonesian Muslim undergraduate students and to explore what are the factors that cause and have effects of IGD in Indonesian Muslim undergraduate students. A case study approach was utilized to gain insight into the experience of six Muslim undergraduate students in Batusangkar city. Data was collected through semi-structured interviews, and analyzed through coding, categorization, and identification of key data concepts. The findings indicate that the intensity of several game use can influence the prevalence of internet gaming disorder among Muslim undergraduate students. Disrupted conduct, social withdrawal, aggression and poor academic performance are among the many problems that results from excessive gaming use. This research contributes to ongoing discussions about internet gaming disorder and its impact on students’ both psychological and physical wellbeing or health in the field of Islamic education.Skala Gangguan Permainan Internet pada awalnya dikembangkan untuk mengukur Gangguan Permainan Internet (IGD) berdasarkan sembilan kriteria yang diajukan oleh Manual Diagnostik dan Statistik Gangguan Mental, edisi ke-5. (DSM-5). Hingga saat ini, belum ada hasil prevalensi internet gaming disorder di kalangan mahasiswa S1 Muslim Indonesia. Tujuan dari penelitian ini adalah untuk mengetahui prevalensi Internet Gaming Disorder di kalangan mahasiswa S1 Muslim Indonesia dan untuk mengeksplorasi apa saja faktor penyebab dan efek IGD pada mahasiswa S1 Muslim Indonesia. Pendekatan studi kasus digunakan untuk menggali pengalaman enam mahasiswa S1 Muslim di kota Batusangkar. Data dikumpulkan melalui wawancara semi terstruktur, dan dianalisis melalui pengkodean, kategorisasi, dan identifikasi konsep data kunci. Temuan menunjukkan bahwa intensitas penggunaan beberapa game dapat mempengaruhi prevalensi internet gaming disorder di kalangan mahasiswa S1 Muslim. Perilaku yang terganggu, penarikan sosial, agresi, dan prestasi akademik yang buruk adalah beberapa di antara banyak masalah yang diakibatkan oleh penggunaan game yang berlebihan. Penelitian ini berkontribusi pada diskusi berkelanjutan tentang gangguan permainan internet dan dampaknya terhadap kesejahteraan atau kesehatan psikologis dan fisik siswa di bidang pendidikan Islam.
CITATION STYLE
Fitriani, W., & Kamarudin, D. (2023). INTERNET GAMING DISORDER AMONG INDONESIAN MUSLIM UNDERGRADUATE STUDENTS. Psikis : Jurnal Psikologi Islami, 9(2), 267–276. https://doi.org/10.19109/psikis.v9i2.16966
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