Hubungan antara Kepribadian dan Perilaku Adiksi Game Online pada Pemain Game Online di Kota Bandung

Ghassani Maulida Dinar Saputri, Farida Coralia

Abstract


Abstract. There are several reasons someone plays online games. Researchers found that online game players experience inability to find friends, cannot overcome their personal problems, feel dissatisfied with themselves, feel they want to get more achievements so they prefer to play online games. This is closely related to their characteristics or behavior in playing games. Character or behavior is the way players think, feel, and behave in a particular situation. When players consider online gaming to be fun and satisfying for themselves, it creates behavior that is persistent and repetitive or also called compulsive. This behavior gives rise to the term addiction or addiction. The purpose of this study is to obtain empirical data about how closely the relationship between personality and online game addiction behavior in the city of Bandung. The subject of this study were 97 online game players. The research method used is the correlational research method. Data collection in this study used the Big Five Inventory questionnaire (Goldberg & Mc Crae in John & Srivastava, 1999) and Game Addiction Scale (Lemmens, 2009). Data processing uses Spearmen rank test correlation. The results of this study indicate that there is a positive relationship, namely if you have neuroticism personality characteristics (r = 0.782) then online game addiction behavior becomes high in online game players in Bandung City and a negative relationship if it has extraversion personality characteristics (r = -0,646) , agreeableness (r = -0,747), conscientiousness (r = -0,697), and openness (r = -0,586) then online gaming addiction behavior is low in online game players in the city of Bandung.

Keyword :Personality,Online Addiction Behaviour, Games Online Player

Abstrak.Terdapat beberapa alasan seseorang bermain game online. Peneliti menemukan yaitu para pemain game online mengalami ketidakmampuan mencari teman, tidak dapat mengatasi masalah-masalah yang ada pada pribadi mereka, merasa tidak puas dengan diri mereka, merasa ingin mendapatkan pencapaian yang lebih banyak sehingga mereka lebih memilih untuk bermain game online. Hal tersebut erat kaitannya dengan karakteristik atau perilaku mereka dalam bermain game. Karakterstik atau perilaku tersebut merupakan cara pemain berpikir, merasa, dan berperilaku pada suatu situasi tertentu. Ketika pemain sudah menganggap game online sebagai sesuatu yang menyenangkan dan memuaskan untuk diri sendiri, hal tersebut menimbulkan perilaku yang menetap dan berulang-ulang atau disebut juga kompulsif. Tingkah laku ini menimbulkan istilah adiksi atau kecanduan. Tujuan dari penelitian ini adalah memperoleh data empiris mengenai seberapa erat hubungan antara kepribadian dengan perilaku adiksi game online di kota Bandung. Subjek penelitian ini sebanyak 97 pemain game online. Metode penelitian yang digunakan adalah metode penelitian korelasional. Pengumpulan data dalam penelitian ini menggunakan kuisioner Big Five Inventory (Goldberg & Mc Crae dalam John & Srivastava, 1999) dan Game Addiction Scale (Lemmens, 2009). Pengolahan data menggunakan korelasi uji rank spearmen. Hasil penelitian ini menunjukkan bahwa ada hubungan yang positif yaitu jika memiliki karakteristik kepribadian neuroticism (r=0,782) maka perilaku adiksi game online menjadi tinggi pada pemain game online di Kota Bandung  dan hubungan yang negatif yaitu jika memiliki karakteristik kepribadian extraversion (r=-0,646), agreeableness (r=-0,747), conscientiousness (r=-0,697), dan openness (r=-0,586) maka perilaku adiksi game online menjadi rendah pada pemain game online di Kota Bandung.

Kata Kunci : Kepribadian, Perilaku adiksi, Pemain Game Online

Keywords


Kepribadian, Perilaku adiksi, Pemain Game Online

Full Text:

PDF

References


Chen,W. Chang, H (2008) The Impact Of Online Store Environment Cues On Purchase Intention: Trust And Perceived Risk As A Mediator, Online Information Review, Vol. 32 Issue: 6, Pp.818-841.

Costa, Paul T Dan Mc Crae, Robert. (2006). Personality In Adulthood A Five-Factor Theory Perspective Second Edition. New York, London : The Guilford Press.

Feist, J., & Gregory J. Feist. 2006. Theories of Personality Sixth Edition. United States: McGraw-Hill Companies. Inc.

Friedman, H. S.& Schustack, M. W. (2008). Kepribadian Teori Klasik dan Riset Modern Jilid 1. Jakarta: Erlangga

Griifths, Terry & Szabo. (2003). The exercise addiction inventory: a new brief screening tool. Addiction Research and Theory. Vol 12 (5).

Jeroen S. Lemmens , Patti M. Valkenburg & Jochen Peter (2009) Development And Validation Of A Game Addiction Scale For Adolescents, Media Psychology, 12:1, 77-95.

Kayis, A. R., Satici (2016). Big Five-Personality Trait And Internet Addiction: A Meta-Analytic Review. Computers In Human Behavior, 63, 35-40. Doi: 10.1016/J.Chh.2016.05.012

Kraut, R., Kiesler, S., Boneva, B., Cumings, J., Helgeson, V., & Crawford, A., (2002). Internet Paradox Revisited. Journal Of Social Issues, 58, 49-74.

Kuss, J (2013). Internet Gaming Addiction: Current Perspectives. Psychology Research And Behavior Management, 6, 125-37. Doi:10.2147/PRBM.S39476

Newzoo Games (2016). 2016 Global Games Market Report: An Overview Of Trends And Insights.

Pempek, T.A., Yermolayeva, Y.A. & Calvert, S.L. 2009, College Students Social Networking Experiences on Facebook. Journal of Applied Developmental Psychology. Vol. 30, hal.227-238.

Pervin, L. A., Cervone, D., & John, O. P. (2005). Personality Theory And Research. New York: John Wiley & Sons, Inc.

Purnomo, R (2017). Pengalaman Flow Pada Professional Gamers Game Online Kota Bandung. Universitas Islam Bandung.

Soetjipto. (2007). Berbagai Macam Adiksi Dan Penatalaksanaannya. Anima: Indonesia Psychological Journal. Vol. 23. No. 1. P: 84-90.

Widyastuti, F (2012). Kecanduan Mahasiswa Terhadap Game Online (Studi Tentang Kebiasaan Mahasiswa Bermain Game Online Di Seturan Sleman). Universitas Negeri Yogyakarta.

Yee, N. (2007). Motivations Of Play In Online Games. Journal Of Cyberpsychology And Behaviour, 9, 772-775.




DOI: http://dx.doi.org/10.29313/.v0i0.14303

Flag Counter    Â