HUBUNGAN ANTARA INTENSITAS BERMAIN GAME ONLINE DENGAN REGULASI EMOSI SISWA
Kata Kunci:
Intensitas Bermain, Game Online, RegulasiAbstrak
Perkembangan teknologi digital telah memengaruhi perilaku remaja, salah satunya melalui aktivitas bermain game online. Intensitas bermain game yang tinggi seringkali dikaitkan dengan perubahan pola regulasi emosi. Penelitian ini bertujuan untuk mengetahui hubungan antara intensitas bermain game online dengan regulasi emosi siswa sekolah menengah. Jenis penelitian ini adalah kuantitatif dengan pendekatan korelasional. Populasi penelitian terdiri dari 155 siswa kelas X SMA Swasta Imelda di Kota Medan, dengan sampel sebanyak 72 orang yang aktif bermain game online. Teknik penarikan sampel adalah purpossive sampling. Instrumen penelitian menggunakan kuesioner intensitas bermain game online dan skala regulasi emosi berdasarkan teori Gross (2015). Data dianalisis menggunakan uji korelasi Pearson Product Moment. Hasil penelitian menunjukkan terdapat hubungan negatif yang signifikan antara intensitas bermain game online dengan regulasi emosi siswa (r = -0,456; p < 0,05). Hasilnya semakin tinggi intensitas bermain game online, semakin rendah kemampuan siswa dalam mengatur emosinya.
Unduhan
Referensi
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role playing gamers. CyberPsychology & Behavior, 10(4), 575–583.
https://doi.org/10.1089/cpb.2007.9988
Gross, J. J. (2015). Emotion regulation: Current status and future prospects. Psychological Inquiry, 26(1), 1–26.
https://doi.org/10.1080/1047840X.2014.940781
John, O. P., & Gross, J. J. (2004). Healthy and unhealthy emotion regulation: Personality processes, individual differences, and life span development. Journal of Personality, 72(6), 1301–1334.
https://doi.org/10.1111/j.1467-6494.2004.00298.x
Kuss, D. J., & Griffiths, M. D. (2021). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 19(2), 295–318.
https://doi.org/10.1007/s11469-019-00115-7
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144–152. https://doi.org/10.1016/j.chb.2010.07.015
Tang, J., Yu, Y., Du, Y., Ma, Y., Zhang, D., & Wang, J. (2022). Prevalence of internet addiction and its association with emotion regulation among adolescents. Addictive Behaviors Reports, 15, 100406. https://doi.org/10.1016/j.abrep.2022.100406
Yee, N. (2016). Motivations for play in online games. Cyberpsychology, Behavior, and Social Networking, 19(2), 67–73. https://doi.org/10.1089/cyber.2015.0329
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(1), 5–22. https://doi.org/10.1016/j.adolescence.2003.10.002
Kardefelt-Winther, D. (2014). A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Computers in Human Behavior, 31, 351–354. https://doi.org/10.1016/j.chb.2013.10.059
Kim, J., & Davis, K. E. (2009). Toward a comprehensive theory of problematic Internet use: Evaluating the role of self-esteem, anxiety, flow, and the social self. Computers in Human Behavior, 25(2), 490–500. https://doi.org/10.1016/j.chb.2008.11.001
Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645–659.https://doi.org/10.1111/dmcn.13754
Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12(5), 485–492. https://doi.org/10.1089/cpb.2009.0083
Shao, R., Wang, Y., & Li, X. (2019). Emotion regulation and problematic internet use among adolescents: A moderated mediation model. Journal of Behavioral Addictions, 8(4), 638–649. https://doi.org/10.1556/2006.8.2019.59
Yen, J. Y., Liu, T. L., Wang, P. W., Chen, C. S., Yen, C. F., & Ko, C. H. (2017). Association between internet gaming disorder and adult attention deficit and hyperactivity disorder and their correlates: Impulsivity and hostility. Addictive Behaviors, 64, 308–313. https://doi.org/10.1016/j.addbeh.2016.04.024


