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.


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

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