HUBUNGAN KECANDUAN GAME ONLINE DENGAN REGULASI DIRI PADA MAHASISWA MERCU BUANA

ISKANDAR, MUHAMMAD NUR (2019) HUBUNGAN KECANDUAN GAME ONLINE DENGAN REGULASI DIRI PADA MAHASISWA MERCU BUANA. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

This study aims to determine the relationship of online game addiction with self-regulation in Mercu Buana students. Online game addiction is an excessive use of online games which leads to bad things in the lives of individuals. Initially online games are used to reduce negative moods. Through the mood and the use of online games, individuals experience habituation, causing the effect of withdrawal when they cannot play online games (Kuss & Griffiths, 2012). While self-regulation is the ability of individuals to develop, implement, and maintain planned behavior to achieve goals flexibly (Miller & Brown, 1991). The sample in this study were 124 Mercu Buana students who were studying while working and playing online games with a total time of more than 6 hours a day. Consisting of 58 male subjects and 66 female subjects. Data collection using a questionnaire method. Online game addiction measurement tool uses a Likert scale based on the criteria of DSM IV general addiction (Griffiths, 2000) and experience from previous research (Smahel et al, 2008) in (Young & Abreu, 2017). While the self-regulation measuring instrument uses a Likert scale based on the theory of Miller & Brown (1991) which has been adapted from Kurniawan's (2014) research with the title of the relationship between the 5 dimensions of personality and self-regulation in the volunteers of the Indonesian Red Cross Tangerang branch. Data analysis method uses product moment correlation test from Karl Pearson. The correlation test result between online game addiction and self-regulation obtained a score of -0.213 with a significance score of 0.017 smaller than (<0.05) which means there is a significant relationship. These results indicate the direction of negative correlation, so that the more addictive online game, the lower the self-regulation of Mercu Buana students, on the contrary the lower the online game addiction, the better the selfregulation of Mercu Buana students. Keywords: Online Game Addiction, Self-regulation, Mercu Buana Students. Penelitian ini bertujuan untuk mengetahui hubungan kecanduan game online dengan regulasi diri pada mahasiswa Mercu Buana. Kecanduan game online merupakan penggunaan game online secara berlebihan yang berujung pada hal buruk dalam kehidupan individu. Mulanya game online digunakan untuk mengurangi mood negatif. Melalui mood dan penggunaan game online individu mengalami pembiasaan sehingga menyebabkan efek withdrawal ketika tidak dapat bermain game online (Kuss & Griffiths, 2012). Sedangkan regulasi diri adalah kemampuan individu untuk mengembangkan, menerapkan, dan menjaga perilaku yang direncanakan untuk mencapai tujuan secara fleksibel (Miller & Brown, 1991). Sampel dalam penelitian ini berjumlah 124 mahasiswa Mercu Buana yang kuliah sambil bekerja dan bermain game online dengan total waktu lebih dari 6 jam sehari. Terdiri atas 58 subyek laki-laki dan 66 subyek perempuan. Pengumpulan data menggunakan metode kuesioner. Alat ukur kecanduan game online menggunakan skala Likert berdasarkan kriteria kecanduan umum DSM IV (Griffiths, 2000) dan pengalaman dari penelitian sebelumnya (Smahel et al, 2008) dalam (Young & Abreu, 2017). Sedangkan alat ukur regulasi diri menggunakan skala Likert berdasarkan teori Miller & Brown (1991) yang telah diadaptasi dari penelitian Kurniawan (2014) dengan judul hubungan antara 5 dimensi kepribadian dengan self-regulation pada relawan Palang Merah Indonesia cabang kota Tangerang. Metode analisis data menggunakan uji korelasi product moment dari Karl Pearson. Hasil uji korelasi antara kecanduan game online dengan regulasi diri diperoleh skor -0,213 dengan skor signifikansi 0,017 lebih kecil dari (< 0,05) yang artinya terdapat hubungan yang signifikan. Hasil tersebut menunjukkan arah korelasi negatif, sehingga semakin kecanduan game online, maka semakin rendah regulasi diri yang dimiliki mahasiswa Mercu Buana, sebaliknya semakin rendah kecanduan game online, maka semakin baik regulasi diri yang dimiliki mahasiswa Mercu Buana. Kata Kunci: Kecanduan game online, Regulasi diri, Mahasiswa Mercu Buana.

Item Type: Thesis (S1)
NIM/NIDN Creators: 46114110083
Uncontrolled Keywords: Kecanduan game online, Regulasi diri, Mahasiswa Mercu Buana.
Subjects: 700 Arts/Seni, Seni Rupa, Kesenian > 720 Architecture/Arsitektur > 725 Public Structures Architecture/Arsitektur Struktur Umum > 725.8 Recreation Buildings/Arsitektur Gedung Rekreasi > 725.84 Buildings for Indoor Games/Permainan Luar
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 794 Indoor Games of Skill/Permainan Ketangkasan dalam Ruangan > 794.1 Chess/Catur > 794.15 Collections of Games/Koleksi Permainan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 794 Indoor Games of Skill/Permainan Ketangkasan dalam Ruangan > 794.8 Electronic Game/Permainan Elektronik
Divisions: Fakultas Psikologi > Psikologi
Depositing User: Dede Muksin Lubis
Date Deposited: 21 May 2019 04:28
Last Modified: 21 May 2019 04:28
URI: http://repository.mercubuana.ac.id/id/eprint/47963

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