The Influence of Self-Control and Loneliness on Online Game Addiction at X Game Center Depok
Main Article Content
The rapid development of technology in this era of globalization has had a big impact, both positive and negative, on people's lives. The internet, which can be accessed easily, is often used to access various kinds of entertainment content, one of which is online games. Playing online games continuously will cause individuals to become addicted. This is due to low self-control, making it difficult for players to stop the habit of playing online games. Players who feel lonely also tend to experience addiction due to using online games as a means of coping with the feeling of loneliness they experience. This research is quantitative research using incidental sampling techniques on online game players at X Game Center Depok totaling 127 respondents. The measuring instruments used in this research refer to aspects of online game addiction according to Chen and Chang (2008), aspects of self-control according to Averill (2012), and aspects of loneliness according to Russell in the UCLA Loneliness Scale (1996). The three measuring instruments have been tested and the results are valid and reliable. The results of statistical analysis prove that there is a significant influence in a negative direction on self-control towards online game addiction. Furthermore, the results of statistical analysis also show that there is a significant influence in a positive direction on loneliness on online game addiction. For future researchers, it is recommended to use other variables such as self-esteem, environmental control and social relationships. Future researchers are also advised to conduct research in various different game centers so as to obtain more precise and extensive comparisons and results.
Asosiasi Penyelenggara Jasa Internet Indonesia (APJII). (2018). Profil pengguna internet indonesia. https://apjii.or.id/survei.
Chen, C. Y., & Chang, S. L. (2008). An exploration of the tendency to online game addiction due to user’s liking of design features. Asian Journal of Health and Information Sciences, 03, 38-51. http://asiair.asia.edu.tw/ir/bitstream/310904400/2071/1/03.pdf.
Cheryl, A. & Parello, RN. (2008). Loneliness in the school setting. The Journal of School Nursing, 24, 66-70. https://doi.org/10.1177/10598405080240020301
Ekinci, N. E., Yalcin, I., & Ayhan, C. (2019). Analysis of loneliness levels and digital game addiction of middle school students according to various variables. World Journal of Education, 9, 20-27. https://doi.org/10.5430/wje.v9n1p20
Ghufron & Risnawati. (2012). Teori-teori psikologi. Yogyakarta: Ar-Ruzz Madia.
Irma, S. R. (2018). Perilaku bullying di kalangan game online pada remaja sekolah menengah pertama. Jurnal Simbolika: Research and Learning in Communication Study, 4(2), 86-94. http://dx.doi.org/10.31289/simbollika.v4i2.1820.g1668
Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 6, 125-137. https://doi.org/10.2147/PRBM.S39476
Martanto, A. (2015). Perilaku kecanduan game-online ditinjau dari kesepian dan penerimaan kelompok teman sebaya pada remaja di kelurahan jebres Surakarta [Skripsi, Universitas Sebelas Maret]. https://digilib.uns.ac.id/dokumen/detail/43088/Perilaku-Kecanduan-Game-online-Ditinjau-dari-Kesepian-dan-Penerimaan-Kelompok-Teman-Sebaya-pada-Remaja-di-Kelurahan-Jebres-Surakarta
Maulida, L. (2018, Oktober 17). Jumlah gamer di Indonesia capai 100 juta di 2020. Tek.id. https://www.tek.id/insight/jumlah-gamer-di-indonesia-capai-100-juta-di-2020-b1U7v9c4A
Mulyana, O., & Puspita, S. (2018). Hubungan antara kontrol diri dengan kecanduan game online pada remaja akhir. Jurnal Psikologi, 5, 1-5.
Russel, D. W (1996). UCLA loneliness scale (version 3): reliability, validity, and factor structure. Journal of Personality Assesment, 66(1), 20-40. https://doi.org/10.1207/s15327752jpa6601_2
Sugiyono. (2018). Statistika Untuk Penelitian. Bandung: Alfabeta.
Wan, C. S., & Chiou, W. B. (2006). Rapid communciation: why are adolescent addicted to online gaming? an interview study in taiwan. CyberPsychology & Behavior, 9, 762-766. https://doi.org/10.1089/cpb.2006.9.762
Wulandari, R. (2015). Hubungan antara kontrol diri dengan kecanduan game online pada remaja di warnet lorong cempak dalam kelurahan 26 ilir Palembang [Skripsi, Universitas Bina Darma Palembang]. https://adoc.pub/rupita-wulandari-program-studi-psikologi-fakultas-psikologi-.html
Young, K. S. (2009). Understanding online gaming addiction and treatment issues for adolescents. The American Journal of Family Therapy, 37, 355-372. http://dx.doi.org/10.1080/01926180902942191