Latar Belakang : Masa remaja adalah masa peralihan atau masa transisi dari anak menuju
masa dewasa. Pada masa ini begitu pesat mengalami pertumbuhan dan perkembangan baik
fisik maupun mental. Kebutuhan dasar setiap makhluk hidup untuk kelangsungan…
Tags:game online,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , kesehatan fisik,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , Kualitas Tidur,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , Remaja,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , waktu istirahat
Background: Indonesia exhibits high smartphone penetration
(210.77 million users, 2021) and substantial online gaming
engagement, with 26% of gamers aged 18–24 and 20% aged
25–34. Given alarming gaming disorder prevalence (IGD:
14.6% males,…
Tags:adult people,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , game online,Repository, Repository Horizon University Indonesia, Repository Universitas Horizon Indonesia, Horizon.ac.id, Horizon University Indonesia, Universitas Horizon Indonesia, HorizonU, Repo Horizon , work productivity