Kesepian dan Kontrol Diri pada Adiksi Online Games Remaja

Theodora Paskadita Haryono, Istar Yuliadi, Arif Tri Setyanto

Abstract


Perkembangan teknologi membawa alternatif pilihan hiburan yang beragam, salah satunya adalah online games. Namun dengan adanya peningkatan penggunaan online games, fenomena adiksi online games tidak dapat dihindari. Adiksi online games merupakan sebuah perilaku tidak terkontrol dan bermasalah terhadap online games dimana perilaku tersebut memberikan konsekuensi negatif pada kehidupan individu yang bersangkutan, baik secara fisik, mental maupun sosial. Penelitian ini dilakukan untuk mengetahui hubungan antara kesepian dan kontrol diri dengan adiksi online games pada remaja.

Responden penelitian ini berjumlah 52 orang remaja, berusia 15-18 tahun, bertempat tinggal di Surakarta, dan memenuhi setidaknya 5 dari 9 kriteria adiksi online games. Pengumpulan data dilakukan menggunakan Skala Adiksi Online Games (Cronbach’s α= 0.891), Skala Kesepian (Cronbach’s α= 0,931) dan Skala Kontrol Diri (Cronbach’s α= 0,848). Analisis data penelitian dilakukan dengan menggunakan regresi linier berganda

Hasil analisis menunjukkan bahwa secara simultan kesepian dan kontrol diri dengan adiksi online games memiliki hubungan yang signifikan (= 17,231 (p<0,05) >  = 3,18). Secara parsial kesepian tidak memiliki hubungan yang signifikan dengan adiksi online games (= -0,346 < = 2,000958) sedangkan kontrol diri memiliki hubungan yang signifikan dengan adiksi online games ( = -4,811 <  = 2,000958) Sumbangan dari kedua variabel prediktor terhadap variabel kriterium sebesar 41,3% dengan variabel kontrol diri menyumbang sebanyak 41,1% dan variabel kesepian sebanyak 0,1%.


rticle

References


American Psychiatric Assosiation (2013). Diagnostic and Statistic Manual of Mental Disorder
Edition 5 (DSM 5). Washington.

Amin, K.P., Griffiths, M.D. & Dsouza, D.D. (2020). Online Gaming During the COVID-19 Pandemic in India: Strategies for Work-Life Balance. Int J Ment Health Addiction

Asosiasi Penyedia Jasa Internet Indonesia (2018). Penetrasi dan Profil Perilaku Pengguna Internet
Indonesia 2018. Jakarta: Penulis.

Aziz, A. (2019, Oktober 19). Kecanduan game online, 10 anak di Banyumas alami gangguan mental.
Merdeka. Retrieved from: https://www.merdeka.com/peristiwa/kecanduan-game-online-
10-anak-di-banyumas-alami-gangguan-mental.html

Azwar, S. (2018). Metode Penelitian Psikologi. Yogyakarta: Pustaka Pelajar.

Badan Pusat Statistika. (2020). Proyeksi Penduduk Menurut Kelompok Umur dan Jenis Kelamin di Kota Surakarta tahun 2016. Surakarta: Penulis dari alamat situs: https://surakartakota.bps.go.id/dynamictable/2018/02/02/38/penduduk-menurut- kelompok-umur-dan-jenis-kelamin-di-kota-surakarta.html

Baumeister, R. F., Vohs, K. D., & Tice, D. M. (2007). The strength model of self-control. Current
Directions in Psychological Science, 16(6), 351–355.

Brunborg, G.S., Mentzoni, R.A., Melkevik, O.R., Torsheim, T., Samdal, O., & Hetland , J. (2013).
Gaming addiction, gaming engagement, and psychological health complaints among
Norwegian adolescents. Media Psychology, 16, 115–128

Brunborg, G.S., Mentzoni, R.A., & Frøyland, L.R. (2014). Is video gaming, or video gam addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal of Behavioral Addiction 3(1), 27-32

Cacioppo, S., & Cacioppo, J. T. (2013). Do You Feel Lonely? You are Not Alone: Lessons from Social
Neuroscience. Frontiers for Young Minds, 1(November)

Caplan, S. E. (2003). Preference for Online Social Interaction: A Theory of Problematic Internet
Use and Psychosocial Well-Being. Communication Research, 30(6), 625–648.

Chak, K., & Leung, L. (2004). Shyness and locus of control as predictors of Internet addiction and
Internet use. Cyberpsychology and Behavior, 7, 559–570.

Chang, E & Kim, B. (2019). School and individual factors on game addiction: A multilevel analysis.
International Journal of Psychology, 55.

Chappell, D., Eatough, V., Davies, M. N. O., & Griffiths, M. D. (2006). EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction. International Journal of Mental Health and Addiction, 4, 205–216.
Chen, C., & Leung, L. (2016). Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction. Telematics and Informatics, 33(4),
1155–1166.

Davis, R. A. (2001). A cognitive–behavioral model of pathological Internet use. Computers in
Human Behavior, 17(2), 187–195.

Farasonalia, Riska. (2019, Oktober 19). 3 Anak di Semarang Alami Gangguan Jiwa akibat Kecanduan Game Online. Kompas.com. Retrieved from: https://semarang.kompas.com/read/2019/10/19/13403171/3-anak-di-semarang-alami- gangguan-jiwa-akibat-kecanduan-game-online

Game. (n.d.). Dalam Mirriem Webster Dictionary. Diakses 22 Novemeber 2019. Retrieved from https://www.merriam-webster.com/dictionary/game

Griffiths, M. D., & Wood, R. T. A. (2000). Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet. Journal of Gambling Studies, 16(2–3), 199–225.

Griffiths, M. D.., Davies, M. N. O., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. Cyberpsychology and Behavior, 6(1), 81–91.

Griffiths, M. D.., & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy: On the Cutting Edge of Modern Developments in Psychotherapy, 39, 247–253.

Griffiths, M. D., J. Kuss, D., & L. King, D. (2012). Video Game Addiction: Past, Present and Future.
Current Psychiatry Reviews, 8(4), 308–318.

Hadi, S. (2015). Metodologi Riset. Yogyakarta: Pustaka Pelajar.

Haryanto (2019, Agustus 09) Kecanduan Game Online, Remaja Ini 13 Kali Mencuri di Rumah Tetangga. Sindonews.com. Retrieved from: https://makassar.sindonews.com/read/31367/1/kecanduan-game-online-remaja-ini-13- kali-mencuri-di-rumah-tetangga-1568185794

Hauge, M. R., & Gentile, D. A. (2003). Video game addiction among adolescents: Associations with academic performance and aggression. 2003 Society for Research in Child Development.

Havighurst, R. J. (1961). Human Developement and Education. New York: David McKay.

Hsu, S. H., Wen, M.-H., & Wu, M.-C. (2009). Exploring user experiences as predictors of MMORPG
addiction. Computers & Education, 53(3), 990–999.

Hughes, M. E., Waite, L. J., Hawkley, L. C., & Cacioppo, J. T. (2004). A short scale for measuring loneliness in large surveys: Results from two population-based studies. Research on Aging,
26(6), 655–672.

Hurlock, E. B. (2003). Psikologi Perkembangan: Suatu Perkembangan Sepanjang Rentang
Kehidupan. Jakarta: Erlangga.

Hyun, G. J., Han, D. H., Lee, Y. S., Kang, K. D., Yoo, S. K., Chung, U. S., & Renshaw, P. F. (2015). Risk factors associated with online game addiction: A hierarchical model. Computers in Human Behavior, 48, 706–713.

Iqbal, M. & Nurdiani, G. (2016). Is Samrtphone Addiction Related to Loneliness?. Science Arena
Publications Specialty Journal of Psychology and Management, 2(2), 1-6.

Jap, T., Tiatri, S., Jaya, E. S., & Suteja, M. S. (2013). The Development of Indonesian Online Game
Addiction Questionnaire. PLoS ONE, 8(4), 4–8.

Jang, Y.B., Lee, H.R., Kim, M.K., Jeong, E.J., & Ryu, S.H. (2013). The effects of Self-Control and
Construal Level on Game Addiction. Journal of Korea Game Societ,y 13(2), 131-142.

Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction.
Cyberpsychology, Behavior, and Social Networking, 14(4), 213–221.

Jeong, E. J., Kim, D. J., & Lee, D. M. (2016). Why Do Some People Become Addicted to Digital Games More Easily? A Study of Digital Game Addiction from a Psychosocial Health Perspective. International Journal of Human-Computer Interaction, 33(3), 199–214.

Jiang, Q. (2014). Internet addiction among young people in China: Internet connectedness, online gaming, and academic performance decrement. Internet Research, 24(1), 2–20.

Kamus Besar Bahasa Indonesia V (n.d.) Definisi Adiksi. Retrieved from:
https://kbbi.web.id/adiksi

Kayri, M., Gunuc, S. (2016). Comparing Internet Addiction in Students with High and Low
Socioeconomic Status Levels. Addicta: The Turkish Journal on Addiction, 3(2), 177-183

Khang, H., Kim, J. K., & Kim, Y. (2013). Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games. Computers in Human Behavior, 29(6), 2416-2424

Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23(3),
212–218.

Ko, C., Yen, J., Chen, C., Chen, S., & Yen, C. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. The Journal of Nervous and Mental Disease, 193, 273–277.

Krori, S. D. (2011). Developemental Psychologi. Homeophatic Journal, 4(3).

Lally, M., & Valentine, S.-F. (2018). Lifespan Development: A Psychological Perspective. In PsycCRITIQUES.Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The internet gaming disorder scale. Psychological Assessment, 27(2), 567–582.

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77–95.

, Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144–152.

, Valkenburg, P. M., & Gentile, D. A. (2015). The Internet Gaming Disorder Scale.
Psychological Assessment, 27(2), 567–582

Li, D., Li, X., Wang, Y., Zhao, L., Bao, Z, & Wen, F. (2013). School Connectedness and Problematic Internet Use in Adolescents: A Moderated Mediation Model of Deviant Peer Affiliation and Self-Control. Journal of abnormal child psychology. 41.

Liu, M., & Peng, W. (2009). Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games). Computers in Human Behavior, 25(6), 1306–1311.

Manchiraju, S. (2018). Loneliness and Materialism, Which is a Better Predictor of Internet
Addiction?. Social Networking 7, 134-146

Mawardi, Isal (2019, Oktober 18). 2 Remaja Bekasi Alami Gangguan Jiwa Karena Kecanduan Game. Detiknews. Retrieved from: https://news.detik.com/berita/d-4750432/2-remaja- bekasi-alami-gangguan-jiwa-karena-kecanduan-game

Mckenna, K. Y. A., Green, A. S., & Gleason, M. E. J. (2002). Relationship Formation on the Internet: Whats the Big Attraction? Journal of Social Issues, 58(1), 9–31

Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591–596.

Morahan-Martin, J. (1999). The Relationship Between Loneliness and Internet Use and Abuse.
Cyberpsychology & Behavior, 2(5), 431-439

Mualida, L. (2018). Jumlah gamer di Indonesia capai 100 juta jiwa di 2020. Retrieved from: Tek.id website: htpss://www.tek.id/insight/jumlah-gamer-di-indonesia-capai-100-juta-di-2020- b1U7v9c4a

Myers, D. G. (2012). Psikologi Sosial Edisi 10. Jakarta: Salemba.

Oh, W. O. (2003). Factors influincing internet addiction tendency among middle school in Gyeong- buk area. Taehan Kanho Hakhoe Chi, 33, 35–44.

Peplau, L. A., & Perlman, D. (1979). Blueprint for a Social Psychological Theory of Loneliness. Love and Attarction, (Note 3), 99–108.

Perlman, D., & Peplau, L. A. (1981). Toward a Social Psychology of Loneliness. American
Psychologist, 41(2), 229–231.

Permainan . (n.d). Dalam Kamus Besar Bahasa Indonesia V. Diakses 23 November 2019. Retrieved from: https://kbbi.kemdikbud.go.id/entri/permainan

Putro, Z. (2017). Memahami Ciri dan Tugas Perkembangan Masa Remaja. Jurnal Aplikasi Ilmu Ilmu
Agama, Volume 17(No 1), 25–32.

Rachlin, H., & Green, L. (1972). Commitment, Choice and Self-Control 1 . Journal of the
Experimental Analysis of Behavior, 17(1), 15–22.

Rokach, A. (2019). Loneliness—the concept and experience. In The Psychological Journey To and
From Loneliness.

Santrock, J. W. (2012). Life Span Developement Edisi 13. Jakarta: Erlangga.

Sari, G. L., & Hidayati, F. (2015). Hubungan Antara Konsep Diri Dengan Kesepian Pada Remaja
(Studi Korelasi Pada Siswa Kelas Ix Smp Negeri 2 Semarang). Empati, 4(2), 163–168.

Seyrek, S., Cop, E., Sinir, H., Ugurlu, M., & Şenel, S. (2017). Factors associated with Internet addiction: Cross-sectional study of Turkish adolescents. Pediatrics international : official journal of the Japan Pediatric Society, 59(2), 218–222.

Shaffer, D. R., & Kipp, K. (2007). Developmental psychology: Childhood and adolescence. In
Behaviour Research and Therapy (Eighth Edi).

Sinambela, L. P. (2014). Metodologi Penelitian Kuantitatif. Yogyakarta: Graha Ilmu.

Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between Addiction and Identifying with a Character. CyberPsychology & Behavior, 11(6), 715–718.

Song, I., Larose, R., Eastin, M. S., & Lin, C. A. (2004). Internet Gratifications and Internet Addiction: On the Uses and Abuses of New Media. CyberPsychology & Behavior, 7(4), 384–394.

Stockdale, L., & Coyne, S. M. (2017). Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. Journal of Affective Disorders, 225, 265–272.

Sugiyono (2012). Metode Penelitian Kuantitatif dan R&D. Bandung: Alfabeta.

Tangney, J. P., Baumeister, R. F., & Boone, A. L. (2004). High self‐control predicts good adjustment,
less pathology, better grades, and interpersonal success. Journal of Personality, (April 2004),
271–324.

Valasik, M. (2013). Self-Control Theory. The Encyclopedia of Criminology and Criminal Justice, (1990), 1–5.

Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J. J. M., & Van De Mheen, D. (2012). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(1), 205–212.

Vince. (2018, April 12). The Many Different Types of Video Games & Their Subgenres. Retrieved from: https://www.idtech.com/blog/different-types-of-video-game-genres

Wahyuningsih, D. (2015). Bullying Ditinjau dari Secure Attachment dengan Orang Tua dan Kontrol diri pada Siswa di SMA N 8 Surakarta. Universitas Sebelas Maret.

Wan, C. S., & Chiou, W. Bin. (2006). Why Are Adolescents Addicted to Online Gaming?
Cyberpsychology adn Behavior, 9(Number 6).

Wang, E. S. T., & Wang, M. C. H. (2013). Social support and social interaction ties on internet addiction: Integrating online and offline contexts. Cyberpsychology, Behavior, and Social Networking, 16(11), 843-849.

Wicaksono, E. (2019, September 11). Kecanduan "Game Online", Remaja 16 Tahun Maling di Rumah Tetangga. Kompas.com. Retrieved from: https://malang.kompas.com/read/2019/08/09/19232211/kecanduan-game-online- remaja-16-tahun-maling-di-rumah-tetangga

Widhiarso, W. (2010). Pengembangan Skala Psikologi: Lima Kategori Ataukah Empat Kategori
Respons? Yogyakarta: Universitas Gadjah Mada.

World Health Organization (2018). International Classification of Diseases and Related Health
Problems 11.

Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents: Motivation and prevention factors. European Journal of Information Systems,
Yee, N. (2006). Motivations for play in online games. Cyberpsychology adn Behavior, 9, 772–775. Zamani, L. (2019, Oktober 18). Kecanduan game online, puluhan pelajar direhabilitasi di Rumah
Sakit Jiwa Solo. Kompas.com. Retrieved from:
https://regional.kompas.com/read/2019/10/18/06380081/kecanduan-game-online- puluhan-pelajar-diobati-di-rumah-sakit-jiwa-solo?page=all

Zhou, S.X. & Leung, L. (2012). Gratification, Loneliness, Leisure Boredom, and Self-Esteem as Predictors of SNS-Game Addiction and Usage Pattern Among Chiese College Students. International Journal of Cyber Behavior, Psychology and Learning, 2(4), 34-48.

Zhu, J., Zhang, W., Yu, C., & Bao, Z. (2015). Early adolescent Internet game addiction in context: How parents, school, and peers impact youth. Computers in Human Behavior, 50, 159–168.




DOI: https://doi.org/10.20961/jip.v7i1.54445

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Jurnal Ilmiah Psikologi Candrajiwa



We would like to thank the following organizations for their support :
Faculty of Psychology, Universitas Sebelas Maret

This work is licensed under a

Creative Commons Attribution-NonCommercial 4.0 International License

rganiza