Penerimaan Teman Sebaya, Kesepian, dan Kecanduan Bermain Gim Daring pada Remaja di Jakarta

Octavianus Prabowo, Juneman Juneman

Abstract


Indonesia’s youth has been facing several significant problems such as drug addiction and online-video games addiction. The Indonesia Manual for Classification and Diagnosis of Mental Disorders (PPDGJ III) has not yet included diagnosis criteria for online-video games addiction. This research was the first to find the relationship between online-video games addiction with a predictor that is peer-acceptance and a mediator variable that is loneliness. Path analysis with Structural Equation Model was applied to 133 sample data of Jakartan teenagers aged 12-18. The result showed that hypothesized research model was suitable to the empirical data (÷2 = 1,56; p > 0,05; GFI > 0,90). If the addicted teenagers perceived that they are not accepted by their peers, followed by strong feelings of loneliness, this psychological situation worsened their addiction to online-video games.


Keywords


Kecanduan; Video Gim Daring; Penerimaan Sebaya; Kesepian; Remaja Jakarta; Sosial

References


Ade (2011). Kecanduan Game Online, Pemuda Diamuk Massa. [http://www.kabar6.com/tangerang-raya/tangerang-selatan/1658-kecanduan-game-online-pemuda-diamuk-massa.html] diunduh pada 5 Februari 2012.

Baker, Õ.B., Bugay, A. (2011). “Mediator and Moderator Role of Loneliness in the Relationship Between Peer Victimization and Depressive Symptoms.” Australian Journal of Guidance and Counselling, Vol. 21, No. 2, pp. 175-185.

Baron, R.A., & Byrne, D. (2005). Psikologi Sosial. Jilid 2, Edisi ke-10. (R. Juwita, dkk., Penerj.). Erlangga, Jakarta.

Bayu. (2011). Sering Bolos, Pakai Uang Jajan Hingga Mencuri. [http://www.sapos.co.id/index.php/berita/detail/Rubrik/9/15468] diunduh pada 5 Februari 2012.

Beck, A.T. (1983). “Cognitive Therapy of Depression: New Perspectives,” in: Clayton, P.J., & Barrett, J.E. (Eds.). Treatment of Depression: Old Controversies and New Approaches. pp. 265-290. Raven Press, New York.

Charlton, J. P., & Danforth, I.D.W. (2010). “Validating the Distinction between Computer Addiction and Engagement: Online Game Playing and Personality.” Behaviour & Information Technology, Vol. 29, No. 6, pp. 601-613.

De Jong Gierveld, J., & Van Tilburg, T. (2006). “A Six-Item Scale for Overall, Emotional and Social Loneliness: Confirmatory Tests on Survey Data.” Research on Aging, Vol. 28, pp. 582-598.

Firman. (2011). Remaja Korea Tewas Setelah 12 Jam Main Game. [http://www.tempo.co/read/news/2011/01/03/072303448/Remaja-Korea-Tewas-Setelah-12-Jam-Main-Game] diunduh pada 5 Februari 2012.

Griffiths, M.D. (2010). “The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence.” International Journal of Mental Health and Addiction, Vol. 8, pp. 119-125.

Hurlock, E.B. (2002). Psikologi Perkembangan: Suatu Pendekatan Sepanjang Rentang Kehidupan. Edisi ke-5. (Istiwidayanti & Soedjarwo, Penerj.). Jakarta: Erlangga.

Kupersmidt, J.B., Buchele, K.S., Voegler, M.E., & Sedikides, C. (1996). “Social Self-discrepancy: A Theory Relating Peer Relations Problems and School Maladjustment,” in: Juvonen, J., & Wentzel, K.R. (Eds.). Social Motivation: Understanding Children’s School Maladjustment. Cambridge University Press, New York.

Kurniawan. T. (2011). Gila Game Online, ABG Asal Cipinang Tewas di Warnet. [http://news.okezone.com/read/2011/12/05/338/538005/gila-game-online-abg-asal-cipinang-tewas-di-warnet] diunduh pada 5 Februari 2012.

Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). “Development and Validation of A Game Addiction Scale for Adolescents.” Media Psychology, Vol 12, pp. 77-95.

Medical Dictionary. (2011). [http://medical-dictionary.thefreedictionary.com/addiction] diunduh pada 5 Februari 2012.

Meira. (2011). Jumlah Gamer Online Indonesia Terus Bertumbuh. [http://sesuatu.net/2011/jumlah-gamer-online-indonesia-terus-bertambah.html] diunduh pada 5 Februari 2012.

Nelson, D.R., Hammen, C., Daley, S.E., Burge, D., & Davila, J. (2001). “Sociotropic and Autonomous Personality Styles: Contributions to Chronic Life Stress.” Cognitive Therapy and Research, Vol. 25, No. 1, pp. 61-76.

O’Brien, C. (2011). “Depression, cause or consequence of pathological gambling and its implications for treatment.” Counselling Psychology Review, Vol. 26, No. 1, pp. 53-61.

Park, B. W., & Ahn, J. H. (2010). “Policy Analysis for Online Game Addiction Problems.” System Dynamics Review, Vol. 26, No. 2, pp. 117-138.

Park, H.S., Kim S.H., Bang, S.A., Yoon, E.J., Cho, S.S., & Kim, S.E. (2010). “Altered Regional Cerebral Glucose Metabolism in Internet Game Overusers: A 18F-Fluorodeoxyglucose Positron Emission Tomography Study.” CNS Spectrums, Vol. 15, No. 3, pp. 159-66.

Peele, S. 2007. Addiction-proof Your Child: A Realistic Approach to Preventing Drug, Alcohol, and Other Dependencies. Three Rivers Press, New York.

Petry, N. M. (2011). “Commentary on Van Rooij et al.: Gaming addiction - A Psychiatric Disorder or Not?” Addiction, Vol. 106, pp. 213–214.

Price, L. H. (Ed.). (2011). “Bupropion effective for treating excessive online gaming and comorbid depression.” Brown University Psychopharmacology Update, Vol. 22, No. 7, pp. 1-7.

Purnama, D.A. (2010, Maret). “Adiksi Sebagai Penyakit Otak.” MerPsy, Vol. 1, No. 2, pp. 169-174.

Santoso, M.D. (2008). Hubungan Antara Penerimaan Peer Group Dengan Prestasi Akademik Pada Siswa Program Akselerasi. Skripsi, tidak diterbitkan. Universitas Indonesia, Depok.

Santrock, J.W. (2003). Adolescence: Perkembangan Remaja. Edisi ke-6. (S. B. Adelar & S. Saragih, Penerj.). Erlangga, Jakarta.

Seay, A.F. (2006). Project Massive: The Social and Psychological Impact of Online Gaming. Disertasi, tidak diterbitkan. Carnegie Mellon University, Pennsylavnia.

Seay, A.F., & Kraut, R.E. (2007). Project Massive: Self-regulation and Problematic Use of Online Gaming. CHI Proceedings, San Jose, CA.

Seniati, L. (2009). Path Analysis dan Structural Equation Model. [http://staff.ui.ac.id/internal/131998622/material/PATHANALYSIS.pdf] diunduh pada 5 Februari 2012.

Smahel, D., Blinka, L., & Ledabyl, O. (2008). “Playing MMORPGs: Connections between Addiction and Identifying with a Character.” CyberPsychology & Behavior, Vol. 11, No. 6, pp. 715-718.

Thalemann, R., Wölfling, K., & Grüsser, S.M. (2010). “Specific Cue Reactivity on Computer Game-related Cues in Excessive Gamers.” Behavioral Neuroscience, Vol. 121, No. 3, pp. 614-618.

Van Rooij, A.J. (2011). Online Video Game Addiction: Exploring A New Phenomenon. Disertasi, tidak diterbitkan. Erasmus University Rotterdam, The Netherlands.

Van Rooij, A.J., Meerkerk, G.J., Schoenmakers, T.M., Griffiths, M., & Van de Mheen, D. (2010). “Video Game Addiction and Social Responsibility. Addiction Research and Theory, Vol. 18, No. 5, pp. 489-493.

Virdhani, M.H. (2011). Pamit ke Warnet, Bocah Ini Enggak Pulang-pulang. [http://music.okezone.com/read/2011/10/02/338/509705/pamit-ke-warnet-bocah-ini-enggak-pulang-pulang] diunduh pada 5 Februari 2012.

Wan, C.S., & Chiou, W.B. (2006a). “Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents.” CyberPsychology & Behavior, Vol. 9, No. 3, pp. 317-324.

-----------, (2006b). “Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan.” CyberPsychology & Behavior, Vol. 9, No. 6, pp. 317-324.

-----------, (2011). The Online Games Attack! [http://koran-jakarta.com/index.php/detail/view01/77553] diunduh pada 5 Februari 2012.

Weinstein, A.M. (2010). “Computer and Video Game Addiction: A Comparison Between Game Users and Non-game Users.” The American Journal of Drug and Alcohol Abuse, Vol. 36, No. 5, pp. 268-76.

Yee, N. (2002, October). Ariadne: Understanding MMORPG Addiction. [http://www.nickyee.com/hub/addiction/home.html] diunduh pada 5 Februari 2012.

Yee, N. (2006). The Psychology Of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage. [http://vhil.stanford.edu/pubs/2006/yee-psychology-mmorpg.pdf] diunduh pada 5 Februari 2012.

Young, K.S. (1996). “Internet Addiction: The Emergence of A New Clinical Disorder.” CyberPsychology and Behavior, Vol. 1, No. 3, pp. 237-244.

Young, K.S. (2009). “Understanding Online Gaming Addiction and Treatment Issues for Adolescents.” The American Journal of Family Therapy vol. 37, pp. 355-372.




DOI: https://doi.org/10.29313/mimbar.v28i1.334

Refbacks

  • There are currently no refbacks.




MIMBAR : Jurnal Sosial dan Pembangunan is licensed under  Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License