Analysis of the Influence of Higgs Domino Island Online Games on Adolescent Aggressive Behavior in Labuhanbatu
Abstract
This study aims to determine the impact of the Higgs Domino Island online game on adolescent violent behavior in the Labuhanbatu Regency. Some people in the research area have to spend a significant amount of time in a particular setting as part of this kind of field study, which has a qualitative descriptive approach. This study used 12 informants consisting of 8 adolescents aged between 15 to 17 years and 8 adults aged between 18 to 22 years. In addition, the four mothers’ parents who agreed to take part in the study were parents of children who often played Higgs Domino games online and displays violent behavior. The research results show that the Higgs Domino online game has a relationship with the aggressive behavior of adolescents. Based on the interview results, the authors can analyze that the impact of online games greatly influences the aggressive behavior of teenagers where the child is more emotional and performs actions, such as lying and stealing.
Downloads
References
Aji, C. Z. (2012). Berburu Rupiah Lewat Game Online. Yogyakarta: Bounabooks.
Amanda, R. A. (2016). Pengaruh Game Online terhadap Perubahan Perilaku Agresif Remaja di Samarinda. EJournal Ilmu Komunikasi, 4(3), 290–304.
Hasibuan, E. J., Simanjorang, E. F. S., & ... (2022). Pengaruh Variasi Produk, Harga, Kepuasan Pelanggan terhadap Loyalitas Pelanggan pada Rumah Makan Holat Afifah. Insight: Jurnal Ilmiah, 17(2), 202–216.
Khoiriyah, S. (2019). Dampak Game Onlineterhadap Perilaku Remaja dalam Pelaksaan Ibadah Sholat Lima Waktu di Desa Rangai Kecamatan Katibung Kabupaten Lampung Selatan. UIN Raden Intan Lampung.
Loyalitas, T., Pada, K., Tradisional, K. U. E., Pak, S., & Di, R. (2022). Nuri Zulfa Elina, Elida Florentina Sinaga Simanjorang, Fadzil Hanafi Asnora. 8721, 1529–1538.
Moleong, L. J. (2018). Metodologi Penelitian Kualitatif. Bandung: Remaja Rosdakarya.
Novrialdy, E. (2019). Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya. Buletin Psikologi, 27(2), 148–158.
Sari, Y. P. (2022). Peran Orang Tua dalam Mengatasi Perilaku Menyimpang Remaja Akibat Game Online Higgs Domino di Kelurahan Padang Kapuk Bengkulu Selatan. UIN Fatmawati Sukarno Bengkulu.
Simanjorang, E. F. S. (2020). Analisa Faktor-Faktor yang Mempengaruhi Keputusan Pembelian Kopi pada Warkop on Mada Rantauprapat. Ekonomi Bisnis Manajemen dan Akuntansi (EBMA), 1(1), 91–101.
Sukatin, S., Chofifah, N., Turiyana, T., Paradise, M. R., Azkia, M., & Ummah, S. N. (2020). Analisis Perkembangan Emosi Anak Usia Dini. Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini, 5(2), 77–90. https://doi.org/10.14421/jga.2020.52-05
Wiguna, R. I., Menap, H., Alandari, D. A., & Asmawariza, L. H. (2020). Hubungan Kecanduan Bermain Game Online dengan Motivasi Belajar pada Anak Usia 10-12 Tahun. Jurnal Surya Muda, 2(1), 18–26. https://doi.org/10.38102/jsm.v2i1.48
Copyright (c) 2023 Gadang Alamanda, Elida Florentina Sinaga Simanjorang, Junita Lubis

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.















