An Overview of Online Game Addiction and Mental Well-Being among Senior High School Students
DOI:
https://doi.org/10.37304/pandohop.v7i1.27383Keywords:
online game addiction, mental well-being, high school students, guidance and counselingAbstract
This study aimed to describe online game addiction and mental well-being among eleventh-grade students at SMA Negeri 10 Tasikmalaya. A descriptive quantitative design was employed, involving 196 students selected from a population of 358 through proportionate stratified random sampling, exceeding the minimum sample size of 189 calculated using Slovin’s formula. Data were collected using a 42-item online game addiction instrument based on the Game Addiction Scale (Lemmens et al., 2009; Cronbach’s alpha = 0.970) and the 14-item Warwick-Edinburgh Mental Well-Being Scale (WEMWBS; Tennant et al., 2007; Cronbach’s alpha = 0.930). Descriptive analysis classified scores as low, moderate, or high. The high addiction category was the most frequent (43.37%), followed by moderate (29.59%) and low (27.04%), although the overall mean score was moderate. The high category predominated in five of seven dimensions, with the highest proportion in problems (45.41%). Mental well-being was relatively evenly distributed across low (36.73%), high (33.16%), and moderate (30.10%) categories, while the overall mean was moderate. No association between the variables was tested. These findings inform initial assessment and preventive and responsive school guidance and counseling services.
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