Karakteristik computer vision syndrome pada siswa SMA dengan internet gaming disorder
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- DOI: https://doi.org/10.15562/ism.v14i1.1675  |
- Published: 2023-04-17
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Search for the other articles from the author in:
Google Scholar | PubMed | ISM Journal
Search for the other articles from the author in:
Google Scholar | PubMed | ISM Journal
Search for the other articles from the author in:
Google Scholar | PubMed | ISM Journal
Background: The rapid development of technology accompanied by a shift in sports interest towards eSports or online games in adolescents causes them to spend longer in front of the screen. Poor application of ergofthalmology can trigger Computer Vision Syndrome (CVS), while bad gaming habits can cause Internet Gaming Disorder (IGD).
Purpose: The purpose of this study is to know the characteristics of CVS with IGD in high school students.
Method: A descriptive study using a cross-sectional method with total sampling. Samples were taken from one of the high schools in Tabanan Regency. There were 362 samples that met the inclusion criteria. CVS diagnosis based on the CVS-Q questionnaire and the IGD with the IGDS-9-SF questionnaire in Indonesian. The features are based on gender, screentime and daily leisure time routine.
Results: The mean age of the respondents was 16.64 years ± 0.692. The overall CVS prevalence was 59.9% (n=217). The distribution of CVS symptoms included itchy eyes (53.3%; n=193), headaches (50.5%; n=183) and the sensation of burning and watery eyes (50.3%; n=182). The prevalence of ED was 0.8% (n=3); CVS without IGD 59.4% (n=215); while CVS with IGD was 0.6% (n=2). There are characteristics in screentime of more than 4 hours and daily routine of watching dramas/movies, while differences are found based on gender. Based on gender, CVS without IGD was more common in women (37.6%;n=136), while CVS accompanied by IGD had the same prevalence in both men and women of 0.3% (n=1)
Conclusion: There are similarities between CVS without IGD and CVS accompanied by IGD based on screen time and daily routines. Different characteristics found by sex.
Latar Belakang: Perkembangan teknologi yang semakin pesat diiringi pergeseran minat olahraga menuju eSports atau game online pada remaja menyebabkan mereka lebih lama melakukan aktivitas di depan layar. Penerapan ergoftalmologi yang buruk dapat memicu Computer Vision Syndrome (CVS), sedangkan kebiasaan bermain game yang buruk dapat menimbulkan Internet Gaming Disorder (IGD). Penelitian ini bertujuan untuk mengetahui karakteristik CVS pada siswa SMA dengan IGD
Metode: Studi deskriptif menggunakan metode potong lintang dengan total sampling. Sampel yang diambil dari salah satu SMA di Kabupaten Tabanan. Terdapat 362 sampel yang memenuhi kriteria inklusi. Diagnosis CVS berdasarkan kuisioner CVS-Q serta IGD dengan kuesioner IGDS-9-SF dalam bahasa Indonesia. Karakteristik dibandingkan berdasarkan jenis kelamin, screentime dan rutinitas harian saat senggang.
Hasil: Rerata usia responden 16,64 tahun ±0,692. Prevalensi CVS secara keseluruhan 59.9% (n=217). Distribusi gejala CVS diantaranya mata gatal (53,3%; n=193), sakit kepala (50,5%; n=183) dan sensasi mata perih serta berair (50,3%; n=182). Prevalensi IGD sebesar 0,8% (n=3); CVS tanpa disertai IGD 59,4% (n=215); sedangkan CVS disertai IGD 0,6% (n=2). Terdapat kesamaan karakteristik pada screentime lebih dari 4 jam dan rutinitas harian menonton drama/film, sedangkan perbedaan ditemukan berdasarkan jenis kelamin. Berdasarkan jenis kelamin, CVS tanpa disertai IGD lebih banyak terjadi pada perempuan (37,6%;n=136), sedangkan CVS disertai IGD memiliki prevalensi yang sama baik pada laki-laki dan perempuan sebesar 0,3% (n=1)
Kesimpulan: Karakteristik antara CVS tanpa disertai IGD dengan CVS disertai IGD terdapat kesamaan berdasarkan screentime dan rutinitas harian. Perbedaan karakteristik ditemukan berdasarkan jenis kelamin.