Kurang Memiliki Kedekatan Emosional Berisiko Kecaduan Game

Nurliani Setiawan, Fanni Putri Diantina, Fanni Putri Diantina

Abstract


Abstract. In the digital era, the number of internet usage is increasing. More than 50% of internet users in Indonesia are gamers. It is known that one of the causes of game addiction is loneliness so that when a person experiences loneliness because his social needs are not met, such as not having a partner and not having friends, he will try to overcome his feelings, one of which is by playing online games. Online games offer features for someone to connect with other people, so that individuals can fulfill their social needs through the game. When individuals become fixated on playing games it can lead to game addiction. The purpose of this study was to determine the description of subjects who experienced loneliness due to lack of emotional closeness and classified as game addiction. Data were obtained using the UCLA Loneliness Scale Version 3 to measure the loneliness variable developed by Russell (1996) and adapted by Fauziyyah and Ampuni (2018) and the Gaming Addiction Scale to measure the game addiction variable developed by Lemmens (2009) and adapted by Halimah (2019). Data from 305 respondents were analyzed based on the mean value. The result is that subjects who do not have a partner and do not have friends to exchange stories have the highest mean of loneliness and game addiction.

Keywords: Loneliness, Emotional Closeness, Game Addiction 

Abstrak. Di era serba digital, angka penggunaan internet semakin meningkat. Lebih dari 50% pengguna internet di Indonesia merupakan gamers. Diketahui salah satu penyebab kecanduan game ialah kesepian sehingga ketika seseorang mengalami kesepian karena kebutuhan sosialnya tidak terpenuhi seperti tidak memiliki pasangan dan tidak memiliki teman cerita maka ia akan berupaya mengatasi perasaannya tersebut salah satunya dengan bermain game online. Game online menawarkan fitur agar seseorang terhubung dengan orang lain, sehingga individu dapat memenuhi kebutuhan sosialnya melalui game tersebut. Ketika individu menjadi terpaku dalam bermain game hal tersebut dapat menyebabkan kecanduan game. Tujuan dari penelitian ini ialah untuk mengetahui gambaran subjek yang mengalami kesepian akibat kurang memiliki kedekatan emosional dan tergolong kecanduan game. Data diperoleh menggunakan alat ukur UCLA Kesepian Scale Version 3 untuk mengukur variabel kesepian yang dikembangkan oleh Russell (1996) dan diadaptasi oleh Fauziyyah dan Ampuni (2018) dan Gaming Addiction Scale untuk mengukur variabel kecanduan game yang dikembangkan oleh Lemmens (2009) dan diadaptasi oleh Halimah (2019). Data dari 305 responden dianalisis berdasarkan nilai mean. Hasilnya subjek yang tidak memiliki pasangan dan tidak memiliki teman untuk bertukar cerita memiliki mean kesepian dan kecanduan game paling tinggi.

Kata Kunci: Kesepian, Kedekatan Emosional, Kecanduan Game


Keywords


Kesepian, Kedekatan Emosional, Kecanduan Game

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DOI: http://dx.doi.org/10.29313/.v0i0.28049

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