HUBUNGAN SELF-CONTROL DENGAN INTENSITAS BERMAIN GAME ONLINE PADA SISWA SMP PGRI NGORO MOJOKERTO
(1) Universitas Muhammadiyah Sidoarjo
(2) Universitas Muhammadiyah Sidoarjo
(*) Corresponding Author
Sari
This study aims to determine the relationship of Self-control with the intensity of playing online games in SMP PGRI Ngoro students. The intensity of playing online games is the duration and frequency used to play online games. In reality, online game users are not a few students who are excessive in playing online games, this should be balanced with Self-control in each student to be able to restrain, regulate impulses, and behavior in order to avoid negative consequences due to excessive intensity of playing online games. This study used quantitative methods, with participants as many as 105 students who played online games at SMP PGRI Ngoro with an age range of 11-14 years. The hypothesis test shows that there is a significant and negative relationship between the Self-control variable and the intensity variable of playing online games. This means that the higher the Self-control, the lower the intensity of playing online games. Vice versa, the lower the Self-control, the higher the intensity of playing online games.
Kata Kunci
Teks Lengkap:
PDFReferensi
Aimen, U., & Tobing, D. H. (2022). Pengaruh Kontrol Diri Rendah terhadap Perilaku Konsumtif Belanja Online Remaja. Psikobuletin:Buletin Ilmiah Psikologi, 3(2), 93. https://doi.org/10.24014/pib.v3i2.9930
Apriliyani, A. (2020). Hubungan Intensitas Bermain Permainan Online Dengan Kecerdasan Emosional. 8(1), 40–47.
Diananda, A. (2018). Psikologi Remaja Dan Permasalahannya. In ISTIGHNA (Vol. 1, Issue 1). www.depkes.go.id
Dihni, A. V. (2022, February 16). Jumlah Gamers Di Indonesia Terbanyak Ketiga Di Dunia. Databoks.
Doni, F. R. (2018). Dampak Game Online Bagi Penggunanya. IJSE - Indonesian Journal On Software Engineering, 4(2).
Fazeli, S., Mohammadi Zeidi, I., Lin, C.-Y., Namdar, P., Griffiths, M. D., Ahorsu, D. K., & Pakpour, A. H. (2020). Depression, Anxiety, And Stress Mediate The Associations Between Internet Gaming Disorder, Insomnia, And Quality Of Life During The Covid-19 Outbreak. Addictive Behaviors Reports, 12, 100307. https://doi.org/https://doi.org/10.1016/j.abrep.2020.100307
Firmansyah Putra, F., Rozak, A., Gilang, ), Perdana, V., & Maesharoh, I. (n.d.). Dampak Game Online Terhadap Perubahan Perilaku Sosial Mahasiswa Telkom University.
Gilbert, O., Ondang, L., Mokalu, B. J., & Goni, S. Y. V. I. (2020). Dampak Game Online Terhadap Motivasi Belajar Mahasiswa Jurusan Sosiologi Fispol UNSRAT (Vol. 13, Issue 2).
Griffiths, M. D., & Pontes, H. M. (2015). Addiction and Entertainment Products. In: R. Nakatsu, M. Rsuterberg and P. Ciancarini, eds., Handbook Of Digital Games And Entertainment Technologies.
Hutasuhut, C. N. (2020). Hubungan Antara Kontrol Diri Dengan Kecanduan Game Online Di Smartphone Pada Remaja.
Intani, C. P., & Ifdil, I. (2018). Hubungan Kontrol Diri Dengan Prestasi Belajar Siswa. Jurnal Educatio: Jurnal Pendidikan Indonesia, 4(2), 65. https://doi.org/10.29210/120182191
Jin, C.-H. (2014). The Role Of Users’ Motivations In Generating Social Capital Building And Subjective Well-Being: The Case Of Social Network Games. Computers in Human Behavior, 39, 29–38. https://doi.org/https://doi.org/10.1016/j.chb.2014.06.022
Kanya Paramitha, G., & Raihana Hamdan, S. (2022). Pengaruh Self-Control terhadap Perilaku Merokok Mahasiswa selama Pandemi Covid-19. Jurnal Riset Psikologi, 1(2), 132–139. https://doi.org/10.29313/jrp.v1i2.559
Kusumawardani, S. P. (2015). Game Online Sebagai Pola Perilaku (Studi Deskriptif Tentang Interaksi Sosial Gamers Clash Of Clans Pada Clan Indo Spirit): Vol. IV (Issue 2).
Lenaini, I., & Artikel, R. (2021). Teknik Pengambilan Sampel Purposive Dan Snowball Sampling. 6(1), 33–39. https://doi.org/10.31764/historis.vXiY.4075
Maulana, A., & Maulianza, M. (2022). Pengaruh Intensitas Bermain Game Online Terhadap Sikap Prokastinasi Akademik Mahasiswa (Studi Eksplanatif Pada Mahasiswa Jurusan Penyiaran STIKOM Interstudi Pada Game Mobile Legends). Journal of Communication Empowerment, 4(1). https://games.grid.id/read/152527804/gra
Mauliya, A. (2019). Perkembangan Kognitif Pada Peserta Didik SMP (Sekolah Menengah Pertama) Menurut Jean Piaget: Vol. II (Issue 2).
Ningrum, E. P., & Cahyono, R. (n.d.). Hubungan Self-Control Dengan Intensitas Bermain Game Online Pada Remaja Akhir. 2022. http://e-journal.unair.ac.id/index.php/BRPKM
Nira Sandya, S., & Ramadhani, A. (2021). Pengaruh Intensitas Bermain Game Online Terhadap Prokrastinasi Akademik Mahasiswa. Jurnal Imiah Psikologi, 9(1), 202–213. https://doi.org/10.30872/psikoborneo
Nur Aklima, F. (2019). Hubungan Intensitas Bermain Game Online Dengan Prestasi Belajar Siswa Di SD Negeri 2 Banda Aceh. In Jurnal Tunas Bangsa (Vol. 6, Issue 2).
Nurhadi, J., Rahma, R., & Fadlilah, A. (2019). Multimedia Based on Virtual Reality in Indonesian for Foreign Speakers Learning. Journal of Physics: Conference Series, 1179.
Permana, I. M. D., & Tobing, D. H. (2019). Peran Intensitas Bermain Game Online Dan Pola Asuh Permisif Orangtua Terhadap Tingkat Agresivitas Pada Remaja Awal Di Kota Denpasar. In Jurnal Psikologi Udayana (Vol. 6, Issue 1).
Prochnow, T., Hartnell, L., & Patterson, M. S. (2021). Depressive Symptoms, Developing Friendships, And Social Support Through Online Gaming: A Mixed-Method Analysis Of Online Gaming Network Communication. Mental Health and Social Inclusion, 25(3), 243–253. https://doi.org/10.1108/MHSI-02-2021-0011
Putra, F. F., Rozak, A., Perdana, G. V., & Maesharoh, I. (2019). Dampak Game Online Terhadap Perubahan Perilaku Sosial Mahasiswa Telkom University. Jurnal Politikom Indonesiana, 4(2), 98–103. https://doi.org/10.35706/jpi.v4i2.3236
Putri, N., & Prasetyaningrum, S. (2018). The Relationship Between Self Control With Intensity of Playing Online Games on The School Children. Psikodimensia, 17, 120. https://doi.org/10.24167/psidim.v17i2.1636
Raymond, D., & Leo, L. (2020). Intensitas Bermain Game Online Terhadap Pola Aktivitas Fisik Siswa SMP Advent Menia, Kabupaten Sabu, Rai Jua, NTT.
Sadikin, A., & Hamidah, A. (2020). Pembelajaran Daring di Tengah Wabah Covid-19. BIODIK, 6(2), 214–224. https://doi.org/10.22437/bio.v6i2.9759
Sari, D. R. (2020). Hubungan Antara Intensitas Bermain Game Online Dengan Subjective Well Being Pada Siswa Kelas XI Pemain Game Online SMK Krian 2 Sidoarjo.
Tangney, J. P. , R. F. B. , &Angie, L. B. (2004). High Self-Control Predicts Good Adjustment, Less Pathology, Better Grades, and Interpersonal Success. Journal Of Personality, 72(2).
Yohanesti, M., & Nuhan, G. (2016). Hubungan Intensitas Bermain Game Online Dengan Prestasi Belajar Siswa Kelas IV Sekolah Dasar Negeri Jarakan Kabupaten Bantul Yogyakarta. In Jurnal Pendidikan Guru Sekolah Dasar Edisi (Vol. 6).
Yuniar Angelina, D., & Studi Magister Psikologi Pascasarjana Untag Surabaya Andik Matulessy, P. (2013). Pola Asuh Otoriter, Kontrol Diri Dan Perilaku Seks Bebas Remaja SMK (Vol. 2, Issue 2). http://info.g-excess.com/id/online.info
Zhu, L. (2021). The Psychology Behind Video Games During Covid-19 Pandemic: A Case Study of Animal Crossing: New Horizons. Human Behavior and Emerging Technologies, 3(1), 157–159. https://doi.org/https://doi.org/10.1002/hbe2.221
DOI: http://dx.doi.org/10.31602/jmbkan.v9i3.12209
Refbacks
- Saat ini tidak ada refbacks.
Akun Akademik Anda Terhubung dengan :
Didedikasikan Untuk:
Jurnal Mahasiswa BK An-Nur : Berbeda, Bermakna, Mulia disseminated below Lisensi Creative Commons Atribusi 4.0 Internasional.