Adolescent Mental Health Issues in Digital Era...2019/08/08 · (Erik Erikson) TEORI PERKEMBANGAN...
Transcript of Adolescent Mental Health Issues in Digital Era...2019/08/08 · (Erik Erikson) TEORI PERKEMBANGAN...
Adolescent Mental Health Issues in Digital Era
Royke Tony Kalalo, dr., Sp.KJ (K)
ROYKE TONY KALALO, dr.,Sp.KJ(K)
Pendidikan :
SMA Negeri 3 Malang
Sarjana Kedokteran FK UNAIR Surabaya
Profesi Dokter FK UNAIR Surabaya
Spesialis 1 Psikiatri FK UNAIR Surabaya
Spesialis 2 Konsultan Psikiatri Anak dan Remaja FK UNAIR
Saat ini bekerja sebagai Dokter Pendidik Klinis
FK UNAIR dan Staf Medik Fungsional RSUD Dr.SOETOMO
dr.Royke T. Kalalo,Sp.KJ(K)
TANTANGAN REMAJA DI ERA DIGITAL
Identity Formation and Social
Network Use
Gaming Disorder
dr.Royke T. Kalalo,Sp.KJ(K)
TANTANGAN REMAJA DI ERA DIGITAL
Identity Formation and Social
Network Use
Gaming Disorder
dr.Royke T. Kalalo,Sp.KJ(K)
Identity Formation and
Social Network Use
dr.Royke T. Kalalo,Sp.KJ(K)
dr.Royke T. Kalalo,Sp.KJ(K)
“If you’re
not on
MySpace,
you don’t
exist”
(perkataanseorang remajaberumur 18 tahun, 2007)
dr.Royke T. Kalalo,Sp.KJ(K)
Fase 5
Usia 13 – 21 tahun
Fase IDENTITY vs
ROLE CONFUSION
(Erik Erikson)
TEORI PERKEMBANGAN PSIKOSOSIAL
dr.Royke T. Kalalo,Sp.KJ(K)
offline online
10
Human’s life consists of their behaviour in
the two dimensions – online and offline(File from Soloveev D., Digital Detox)
8 TAHAP PERKEMBANGAN PSIKOSOSIAL
1. Trust vs Mistrust lahir–18 bulan
2. Autonomy vs Shame & Doubt 18 bln-3 thn
3. Inisiative vs Guilt 3 thn-5 thn
4. Industry vs Inferiority 5 thn-13 thn
5. IDENTITY VS ROLE CONFUSION 13 thn-21 thn
6. Intimacy vs Isolation 21 thn-40 thn
7. Generativity vs Stagnation 40 thn-60 thn
8. Integrity vs Despair 60 thn-meninggal
(Erikson, 1950)
Ritualisasi Ideologi (nilai kesetiaan)
Vs
Totalisme (fanatik,eksklusif,
PROYEKSI ke kelompok lain) dr.Royke T. Kalalo,Sp.KJ(K)
(Erik Erikson, 1950)
“Keseluruhan masa depan individutergantung pada penyelesaian masalah
(krisis) Identitas.”
dr.Royke T. Kalalo,Sp.KJ(K)
Apakah konsep kunci dalammemahami perkembangan remaja ?
IDENTITAS
dr.Royke T. Kalalo,Sp.KJ(K)
*
REMAJA MENUNTUT SOLUSI
atas pertanyaan-pertanyaan mengenai Identitas =
*“Siapakah aku ini ?”
*“Apakah keunikanku ?”
*“Bagaimana caranya agar aku membuat diriku unik ?”
*“Apa tujuan hidupku ?”
*“Bagaimana menentukan berbagai macam pilihan ?”dr.Royke T. Kalalo,Sp.KJ(K)
*
*SOLUSI yang sering diambil remaja untuk menjawab pertanyaan tentangidentitas =
BEREKSPERIMEN
*Bereksperimen dengan berbagai peran dan kepribadian
(suatu saat berpakaian rapi, kemudian berpakaian asal-asalan, suatu hari menyukai seorang teman, hari lain memandang rendah teman tsb)
dr.Royke T. Kalalo,Sp.KJ(K)
8
information
-oriented
society
Industrialsociety
Changes in society,
The Big Shift economy and human
behavior(File from Soloveev D., Digital Detox)
Organizationwhich provides
60% of population with the access
to the information resources
Popularmobile applicationsThe network
of Harvard students
World social network
57
Facebook EvolutionFrom the network of Harvard students to the organization which provides 60% of the World
population with the access to the information resources at particular charge
(File from Soloveev D., Digital Detox)
58
Digital services is the new architecture that models our
behaviour
(File from Soloveev D., Digital Detox)
53%worry
When their phone runs down or
service is unavailable in the Metro
or remoteparts of the country
YOUGOV
12
Nomophobia (an abbreviation for “no-mobile-phone phobia”) –
is the fear of being left without your mobile phone.Being out of mobile contact means for the modern person not only to lose touch with your nearest and dearest,
but also to lose access to the whole exocortex.
(File from Soloveev D., Digital Detox)
54%check their mobile phonesduring the night and
morning
LOOKOUT MOBILE
STUDY
in the
13
24 / 7
online
(File from Soloveev D., Digital Detox)
22 22
65%65% of teens use their
phones even when they
are chatting
Phones affect people's relationships, even when the devices just lie closely to the people. If during
a personal conversation people have their phone within their line of sight, they have less trust to
each other and feel less empathy comparing to those who keep their phones out of sight./ University of Essex
22
(File from Soloveev D., Digital Detox)
Screen-voyeurismIs the practice of observing personal life of people through spying on their screens in
public transport, office or at home.
(File from Soloveev D., Digital Detox)
ALASAN BERSOSMED (Social Networking Sites / SNS)
•Mendapatkan informasi
•Memberikan informasi,feedback
•“Hang out”
•Ekspresi (diri)
dr.Royke T. Kalalo,Sp.KJ(K)
“Whenever you put anykind of information outthere you have theintention of what youwant people to thinkabout you”
(Manago et al., 2008)
DAMPAK SOSMED
TERHADAP PEMBENTUKAN IDENTITAS, SELF CONCEPT, SELF ESTEEM
dan kehidupan sosial
dr.Royke T. Kalalo,Sp.KJ(K)
DAMPAK SOSMED
TERHADAP PEMBENTUKAN IDENTITAS, SELF CONCEPT, SELF ESTEEM
dan kehidupan sosial
Bergantung kepada :
• Keragaman teman
• “imagined audience”
• Keterbukaan vs Penyesuaian posting
Feedback Positif / Negatif
(like, dislike, comment)
• Jumlah waktu Adiksi (?)
offline online
dr.Royke T. Kalalo,Sp.KJ(K)
TEORI PERKEMBANGAN PSIKOSOSIAL
(IDENTITAS)
O Banyak peran yang dapat dicoba remaja….
O Menurut Erikson, di masa remaja akhir,
hal yang penting bagi perkembangan identitas adalah :
PERAN VOKASIONAL (Latihan memasuki dunia kerja)
dr.Royke T. Kalalo,Sp.KJ(K)
dr.Royke T. Kalalo,Sp.KJ(K)
KOMUNITAS
ROLE MODEL
TANTANGAN REMAJA DI ERA DIGITAL
Identity Formation and Social
Network Use
Gaming Disorder
dr.Royke T. Kalalo,Sp.KJ(K)
Gaming Disorder
dr.Royke T. Kalalo,Sp.KJ(K)
LATAR BELAKANG
• Penggunaan gadget yang dimulai di usia anak meningkat
• Kurangnya pengawasan orang tuamampu tidak
71 % menguasai saat
usia Sekolah Dasar29 %
71 %
dr.Royke T. Kalalo,Sp.KJ(K)
Definisi
Gaming disorder adalah
• Pola perilaku bermain game
• yang ditandai dengan :
gangguan kontrol terhadap permainan,
peningkatan prioritas , minat dan dalam kegiatan sehari-hari yang
diberikan untuk game diatas,
dan berkelanjutan dalam bermain game tersebut,
• dengan mengesampingkan konsekuensi negatifnya”
(World Health Organization)
dr.Royke T. Kalalo,Sp.KJ(K)
Penyebab Gaming Disorder• Gender, Usia• Ciri Kepribadian• Kondisi yang berkomorbiditas / menyertai• Kurangnya kemampuan manajemen diri /
memecahkan masalah• Kurangnya Self-Esteem / Rasa Percaya Diri• Kurangnya pencapaian pribadi / prestasi
FaktorInternal
(Individual
• Lingkungan (komunitas gamers)• Pengaruh teman sebaya• Pengaruh keluarga• Trauma terhadap aspek berelasi
FaktorEksternal
• Tipe Game• Fitur – fitur Game
FaktorTerkaitGame King D & Delfabro P, 2019
dr.Royke T. Kalalo,Sp.KJ(K)
DAMPAK POSITIF
• Keterampilan Motorik yang Lebih Baik
• Peningkatan Keterampilan Kognitif
• Menjadi Distraksi agar Tidak Melakukan
Hal yang Tidak Diinginkan
• Hiburan yang lebih menyenangkan
• Sumber Ilmu
• Keterampilan Bersaing
• Memotivasi untuk Mencapai Target
• Koneksi dengan Teman Menjadi Mudah
DAMPAK NEGATIF• Menjadi pribadi yang tertutup
• Kesehatan terganggu
• Gangguan tidur
• Suka menyendiri
• Ancaman cyberbullying
• Hambatan perkembangan
• Malas melakukan banyak hal
• Agresif
• Menurunnya kemampuan bersosialisasi
• Mempengaruhi kemampuan analisamasalah
• Gangguan Jiwa
Rigid diet+ drugs+ diet+
sessions with a
psychologist + military
physical training
Most of them werebrought there againsttheir will for 3-4months
The main reason ofgetting there –addictiongames
to theonline
71
Today there are hundreds of medical camps that conduct treatment programs
throughout China and South Korea .
( F I L E F R O M S O L O V E E V D . , D I G I T A L D E T O X )
72
“We call the Internet an electronic heroin. If someone is on the Internet more than
6 hours per day and it is neither work nor learning – that person is likely to be the
Internet addict .”
( F I L E F R O M S O L O V E E V D . , D I G I T A L D E T O X )
PENATALAKSANAAN
PSIKOTERAPI
• Cognitive Behavioral Therapy (CBT)
• Rational Emotive Behavior Therapy (REBT)
•Motivational Interviewing
• Hipnoterapi
dr.Royke T. Kalalo,Sp.KJ(K)
PENATALAKSANAAN
PSIKOFARMAKA
•Antidepresan
•Antianxietas
•Antipsikotik
dr.Royke T. Kalalo,Sp.KJ(K)
Digital Detoxand
Netiquette
dr.Royke T. Kalalo,Sp.KJ(K)
Dmitriy SoloveevResearch Think Tank in digital detox research teamGOFORDIGITAL DETOX
dr.Royke T. Kalalo,Sp.KJ(K)
23
Micro boredoma brief spell during the day when one grows weary. Micro boredom may appear at the bus stop
while you’re waiting for a bus, when you’re queuing up to the cashier's office, or on the Metro.
(File from Soloveev D., Digital Detox)
39 39
limits
Technologies begin to demand Huge information volume
active human involvement , 24/7 online
efforts go through the humanceiling Work+ private life
and there the need to disconnect arises 39
Within threshold Distraction, stress,fatigue
(File from Soloveev D., Digital Detox)
25
(File from Soloveev D., Digital Detox)
27
(File from Soloveev D., Digital Detox)
35
Paul Miller, The Verge editor, conducted an experiment on himself
and took a hiatus from the Internet for the whole year
(File from Soloveev D., Digital Detox)
Paul admits that disconnection from the Internet has led to the loss of
the most important thing - human communication
(File from Soloveev D., Digital Detox)
“We should draw adistinct line betweenthe time we areonline and offline”
48
Eric Schmidt declared his intention to give up gadgets while
having a meal.
(File from Soloveev D., Digital Detox)
Periodic individual detoxes allow you to create an information
vacuum, to revise the usual information environment , and promote
creative thinking.
Legitimate thoughtsCreativity
Concentrated andactive attention
Chronophage
The abundance of alien information hinders your personal thinking
process. The users search for the answers, instead of drawing their
own conclusions.
dr.Royke T. Kalalo,Sp.KJ(K)(File from Soloveev D., Digital Detox)
47
474740
One of the causes of the chronic stress is that there is no
netiquette standards in the society.You can easily get work messages in the social nets demanding the answer and etc.
(File from Soloveev D., Digital Detox)
48
4848
Once read a message,
should answer. So, if you
don’t have time for an
answer, just leave itunread, to do it inconvenient time.
a more
41
Social pressureThere is a socially-accepted behaviour – polite person always ready to supply an instant
and detailed answer to the message.
(File from Soloveev D., Digital Detox)
49
4949
Everybody can leave the chat at any timewithout notice or explanation.
Once read a message,
should answer. So, if you
don’t have time for an
answer, just leave it
To start a dialogue with the single “Hello”
and wait for an answer is regarded as ill-
mannered, to say the least.unread, to do it inconvenient time.
.
a more
The online status tells of the computerbeing on, but notcommunicate.
of the user’s readiness to
42
There is a need for a new netiquetteBrand new netiquette needs to be developed, but it is still in the grey area.
(File from Soloveev D., Digital Detox)
KESIMPULAN
•Kesempatan Emas = Pembentukan IDENTITAS
•Tantangan Pengaruh Sosial Media
•Tantangan Gaming Disorder
•KOMUNITAS YANG UNGGUL DAN BERMORAL
•RESPECT
•ROLE MODEL
•Digital Detoxdr.Royke T. Kalalo,Sp.KJ(K)
TERIMA KASIH
dr.Royke T. Kalalo,Sp.KJ(K)