HUBUNGAN MOTIVASI BERMAIN GAME ONLINE DENGAN ADIKSI GAME ONLINE PADA REMAJA

Dwi Christina Rahayuningrum

Abstract


Adiksi game online saat ini menjadi permasalahan global. Game online  memiliki kecenderungan membuat pemainnya asik bermain game online hingga melupakan waktu Kelompok usia yang paling rentan akan adiksi game online ini adalah para remaja. Banyak studi yang telah menunjukkan bahwa adiksi game online memberikan dampak negatif psikososial gamer remaja. Terdapat beberapa faktor yang mempengaruhi adiksi game online diantaranya motivasi bermain. Penelitian ini  merupakan penelitian dengan desain deskriptif analitik dengan pendekatan cross sectional yang bertujuan untuk mengetahui hubungan motivasi bermain dengan adiksi game online pada remaja. Sampel pada penelitian ini adalah siswa kelas 7 dan 8 SMP N 13 Padang yang berjumlah 150 orang. Hasil penelitian menunjukkan remaja yang mengalami adiksi game online adalah 64,7%, motivasi remaja 66,7%. Terdapat hubungan antara motivasi bermain dengan adiksi game online,. Perawat jiwa perlu melakukan skrinning adiksi game online pada remaja kemudian memberikan upaya kerjasama dengan sekolah untuk membentuk Usaha Kesehatan Jiwa Sekolah (UKJS) serta memberikan terapi perilaku kognitif untuk menurunkan adiksi game online untuk mengembangkan konsep adiksi game online di Indonesia.

The current online game additions are becoming a global issue. Online game has a tendency to make the players cool to play online games to forget the time The most vulnerable age group will be the addiction of this online game is the teenagers. Many studies have shown that online game addiction positively affects teens' psychosocial gamers. There are several factors that influence the online game addiction including play motivation. This research is a research with descriptive analytic design with cross sectional approach that aims to know the relationship of motivation to play with adiksi online game in adolescent. The sample in this research is the students of grade 7 and 8 SMP N 13 Padang which amounts to 150 people. The results showed adolescents who experienced online game addiction was 64.7%, teen motivation 66.7%. There is a relationship between the motivation of playing with online game addiction. Nurse of the soul needs to do online game addiction screening in adolescent then give effort co-operation with school to establish School Mental Health Business (UKJS) as well as provide cognitive behavioral therapy to decrease addiction game online to develop game addiction concept online in Indonesia.


Full Text:

PDF

References


Adachi, P.J.C. dan Willoughby T. (2011). The Effect of Video Game Competition and Violence on Agresive Behavior: Which Characteristic Has the Greatest Influence?. Psychology of Violence. 1 (4), 259-274. doi: 10.1037/a0024908

Adams, E. & Rollings, A. (2007). Fundamental of Game Design. Prentice Hall. Retrieved April 29, 2013, from http://www.designersnotebook.com/Books/Fundamentals_of_Game_Design /fundamentals_ch21.pdfArikunto, S. (2006). Prosedur Penelitian Suatu Pendekatan Praktek. Jakarta: Rineka Cipta.

Baer, S., Bogusz, E., & Green, D. A. (2011).Stuck on Screens: Patterns of Computer and Gaming Station Use in Youth Seen in a Psychiatric Clinic.Journal Of The Canadian Academy Of Child & Adolescent Psychiatry, 20(2), 86-95.

Bowman, N.D., Weber, R., Tamborini, R., & Sherry J. (2013). Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games. Media Psychology, 16, 39-64. doi: 10.1080/15213269.2012.742360

Chen, C. & Chang, s. (2008). An Exploration of The Tendency to Online Game Addiction Due To User’s Liking of Design Feature. Asian Jurnal of Health and Information Sciences. Vol 3. No. 1-4. 38-51

Essau, C.A. (2008). Adolescent addiction: epidemiology, assessment and treatment. United States of America: Elsevier Inc.

Griffiths, M.D. (2010). The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence. Int J Ment Health Addiction, 9, 119-125. doi:10.1007/s11469-009-9229-x

Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The Internet Gaming Disorder Scale. Psychological Assessment. Advance online publication. http://dx.doi.org/10.1037/pas0000062

Nurihsan, A.J. & Agustin, M. (2013). Dinamika Perkembangan Anak dan Remaja: Tinjauan Psikologi, Pendidikan dan Bimbingan. Bandung: PT. Refika Aditama

Van Rooij, A.J. & Praus, N. (2014). A Critical Review of “Internet Addiction” criteria with suggestions for the future. Journal of Behavioural Addiction, 3(4), 203-213. doi: 10.1556/ JBA.3.2014.4.1

Young, K. (2009). Understanding Online Gaming Addiction and Treatment Issues for Adolescents. The American Journal of Family Therapy, 37, 355-372. doi:10.1080/01926180902942191




DOI: http://dx.doi.org/10.30633/8812201720179-161

Article Metrics

Abstract view : 316 times
PDF - 913 times

Refbacks

  • There are currently no refbacks.




e-ISSN : 2540-9611
p-ISSN : 2087-8508


Publish by Stikes Syedza Saintika Padang (Jl. Prof. Dr. Hamka No. 228 Air Tawar Timur Padang)

Contact Person :

Ns. Dwi Christina Rahayuningrum, M.Kep
Editor In Chief
Pusat Penelitian dan Pengabdian Masyarakat
STIKes SYEDZA Saintika Padang

Jl. Prof. Dr. Hamka No. 228 Air Tawar Timur Padang - Sumatera Barat


Phone: 085278097999
Email: lppmsyedza@gmail.com


Google Schoolar Crossref logo   Sinta Citefactor Portal Garuda


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.


Flag Counter