Pengaruh Motif Bermain Game Terhadap Adiksi Pubg Pada Remaja
Abstract
Abstract. Player Unknown's Battlegrounds (PUBG) is an online game with the second most active users in Indonesia. PUBG is an online game with the genre MOBA. This genre mostly used by adolescence. Risk-taking behavior in adolescents tends to be high and it increases addiction behavior online games. Many factors can affect online gaming addiction, one of them is online gaming motive. Online gaming motive has seven aspects, consists of social, escape, coping, skill development, competition, fantasy, and recreation. The purpose of this research is to get empirical data about the influence of online gaming motive towards PUBG addiction. The design of this research is quantitative with causality method. This research was conducted on 60 men and 40 women. The measurement tools used in this research is Motive Online Gaming Questionnaire (MOGQ) that arranged by Demetrovics et al. (2011) and Games Addiction Scale (GAS) that arranged by Lemmens et al. (2009). Multiple linier regression was used in this research. The result of this research shows the influence of online gaming motive toward PUBG addiction, with (p) 0,000 < 0,05. Coefficient of determination value obtained 37,6% and escape is the most influence online gaming motive toward PUBG.
Keywords: Motive, Online Gaming, PUBG, Addiction.
Abstrak. Pengguna aktif Player Unknown’s Battlegrounds (PUBG) di Indonesia menduduki peringkat kedua. PUBG adalah game online yang termasuk ke dalam jenis MOBA. Jenis game ini banyak dimainkan oleh remaja. Perilaku mengambil resiko pada remaja cenderung tinggi dan hal itu meningkatkan perilaku adiksi game online. Banyak faktor yang dapat memengaruhi adiksi game online, salah satunya adalah motif bermain game. Motif bermain game memiliki tujuh aspek, yaitu social, escape, coping, skill development, competition, fantasy, dan recreation. Tujuan penelitian ini adalah untuk memperoleh data empiris mengenai pengaruh motif bermain game terhadap adiksi PUBG pada remaja. Desain penelitian yang digunakan adalah kuantitatif dengan metode kausalitas. Sampel dalam penelitian ini, yaitu 60 orang laki-laki dan 40 orang perempuan. Alat ukur yang digunakan adalah Motive Online Gaming Questionnaire (MOGQ) yang disusun oleh Demetrovics et al. (2011) dan Games Addiction Scale  (GAS) yang disusun oleh Lemmens et al. (2009). Teknik analisis yang digunakan adalah regresi linier berganda. Hasil penelitian ini menunjukkan adanya pengaruh motif bermain game secara simultan terhadap adiksi PUBG dengan nilai signifikansi (p) 0,000 < 0,05. Nilai koefisiensi determinasi yang diperoleh adalah 37,6% dan motif yang yang memiliki pengaruh terhadap adiksi PUBG adalah motif escape.
Kata Kunci: Motif, Game Online, PUBG, AdiksiÂKeywords
Full Text:
PDFReferences
Aggarwal, S., Shivin S., Varshika G., Shubi G., Simrat Pal S. S. (2019). Predicting likelihood of psychological disorders in PlayerUnknown’s Battlegrounds (PUBG) players from Asian countries using Supervised Machine Learning. Addictive Behaviors, doi: https://doi.org/10.1016/j.addbeh.2019.106132.
American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorder Edition (DSM-V). Washington: American Psychiatric Publishing.
Anwar, F. (2019, November 2). Klinik Adiksi Game RSCM, Hadapi Ancaman Kecanduan di Era Teknologi. Detik. https://health.detik.com/berita-detikhealth/d-4769343/klinik-adiksi-game-rscm-hadapi-ancaman-kecanduan-di-era-teknologi?_ga=2.207667088.341096474.1610633207-130835027.1594051461
Apriani, R., Probowati, D., Indreswari, H., Simon, I. M. (2020). Social Intelligence, Love, Self-Regulation Pada Remaja yang Adiksi Game Online Jenis Agresif dan Non-Agresif. Ilmu Pendidikan: Jurnal Kajian Teori dan Praktik Kependidikan, 5(1), 35-42. http://dx.doi.org/10.17977/um027v5i12020p035
Asosiasi Penyelanggara Jasa Internet Indonesia. (2020). Laporan Survei Internet APJII 2019-2020. Jakarta.
Ayu, L., & Saragih, S. (2016). Interaksi Sosial dan Konsep Diri dengan Kecanduan Games Online pada Dewasa Awal. Persona, Jurnal Psikologi Indonesia, 5(2), 167–173.
Azizah, N., Fongusen, C., Putra, A. I. D., Elisabetta N. S., Lawrence, W., Karan, S. (2019). Perbedaan Tingkat Adiksi Games Online pada Remaja Ditinjau dari Pola Asuh Orang Tua. Psikoislamika: Jurnal Psikologi dan Psikologi Islam, 16(2), 13–19.
Bekir, S., & Çelik, E. (2019). Examining the Factors Contributing to Adolescents’ Online Game Addiction. Anales de PsicologÃa / Annals of Psychology, 35(3), 444–452. http://dx.doi.org/10.6018/analesps.35.3.323681.
Bonnaire, C., & Baptista, D. (2019). Internet gaming disorder in male and female young adults: The role of alexithymia, depression, anxiety and gaming type. Psychiatry Research, 512–530. https://doi.org/10.1016/j.psychres.2018.12.158.
Buiza-Aguado, C., Alonso-Canovas, A., Conde-Mateos, C., Buiza-Navarrete, J., & Gentile, B. (2018). Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health. Cyberpsychology, Behavior, And Social Networking. 21(6). DOI: 10.1089/cyber.2017.0599
Demetrovics, Zsolt et al,. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behav Res, 43. 814 – 825. DOI 10.3758/s13428-011-0091-y.
Dennys, F. (2019, Mei 25). PUBG Mobile Tembus 100 Juta Pengguna Aktif, Indonesia di Ururtan Kedua. Kompas. https://bola.kompas.com/read/2019/05/25/14193398/pubg-mobile-tembus-100-juta-pengguna-aktif-indonesia-di-urutan-kedua.
Dreier, M., W¨olfling, K., Duven, E., Giralt, S., Beutel, M.E. & M¨uller, K.W., Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder, Addictive Behaviors (2016), doi: 10.1016/j.addbeh.2016.03.00.
Duijvenvoorde, A. C. K. V., Peters, S., Braams, B. R., & Crone, E. A. (2016). What motivates adolescents? Neural responses to rewards and their influence on adolescents’ risk taking, learning, and cognitive control. Neuroscience and Biobehavioral Reviews. http://dx.doi.org/10.1016/j.neubiorev.2016.06.037.
Edy, D. F.., Bellani E., & Arifin, M. (2017). Motive on playing online game as predictor of adolescence’s problematic online gaming use in makassar. Advances in Social Science, Education and Humanities Research (ASSEHR), volume 127.
Eva, N., Wardani, AA., Sindiari, A., Permata, GI., Almajid, RAP. (2021). Asesmen Anak dan Remaja: Asesmen Perkembangan Sosial-Emosional. Prosiding Seminar Nasional dan Call Paper Mahasiswa
Griffiths, M. D. & McLean, L. (2019). Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study. Int J Ment Health Addiction 17:970–994. https://doi.org/10.1007/s11469-018-9962-0.
Harianto, S. (2020, Januari 15). Demi Bisa Main Game Online, Dua Pria Magetan Nekat Bobol Toko Buah. Detik. https://news.detik.com/berita-jawa-timur/d-4859609/demi-bisa-main-game-online-dua-pria-di-magetan-nekat-bobol-toko-buah/1
Hartomo, B. (2018, Oktober 26). Infografis Lokasi Wifi Kota Bandung. Bandunggo. https://commandcenter.bandung.go.id/lokasi-free-wifi-kota-bandung/
Hermawan, I. (2019). Metodologi Penelitian Kuantitatif, Kualitatif, dan Mixed Method. Kuningan: Hidayatul Quran Kuningan.
Hootsuite, We Are Social, "Digital 2020. Indonesia," Hootsuite, United State, 2020. Diunduh melalui https://datareportal.com/reports/digital-2020-indonesia. pada 10 Desember 2020.
Kamaliah, A. (2019, September 13). Menkominfo: 40 Juta Orang Indonesia Main Game. Detik. https://inet.detik.com/games-news/d-4705217/menkominfo-40-juta-orang-indonesia-main-game.
Khan, A., & Muqtadir, R. (2016). Motive of Problematic and Nonproblematic Online Gaming among Adolescents and Young Adult. Pakistan Journal of Psychological Research, 31(1). 119–138.
Király, O., Tóth, D., Urbán, R., Demetrovics, Z., Maraz, A. (2017). Intense Video Gaming Is Not Essentially Problematic. Psychology of Addictive Behaviors. DOI: 10.1037/adb0000316
Kneer, J., & Rieger, D. (2015). Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men. Behav. Sci. 5, 203–213; doi:10.3390/bs5020203.
Lee, C., & Kim, O. (2016). Predictors of online game addiction among Korean adolescents. Addiction Research & Theory. DOI: 10.1080/16066359.2016.1198474.
Lemmens, J. S., Patti M. V., & Jochen P. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12(1), 77-95. DOI: 10.1080/15213260802669458.
Lopez-Fernandez O, Williams AJ, Griffiths MD and Kuss DJ. (2019). Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review. Front Psychiatry 10:454. doi: 10.3389/fpsyt.2019.00454
Mamun, M. A. & Griffiths M. D. (2019). The Psychosocial Impact of Extreme Gaming on Indian PUBG Gamers: the Case of PUBG (PlayerUnknown’s Battlegrounds). Internatinal Journal of Mental Health and Addiction, https://doi.org/10.1007/s11469-019-00102-4.
Mamun, M. A., Ullah, I., Usman, N., & Griffiths, M. D. (2020). PUBG-related suicides during the COVIDâ€19 pandemic: Three cases from Pakistan. Perspect Psychiatrs Care. 1–3. DOI: 10.1111/ppc.12640.
Milani, L., Giuseppe L. T., Maria F., Serena G., Douglas A. G., Margherita F., Silvia M., & Paola D. B. (2017). Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates. Int J Ment Health Addiction. DOI 10.1007/s11469-017-9750-2.
Moudiab, S., & Spada, M. M. (2019). The relative contribution of motives and maladaptive cognitions to levels of Internet Gaming Disorder. Addictive Behaviors Reports, 1–5.
Novrialdy, E. (2019). Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya. Buletin Psikologi, 27(2), 148–158. DOI: 10.22146/buletinpsikologi.47402.
Prasatya, S. T. (2021, Maret 31). Tercerdas di Indonesia, Kota Bandung Masuk 50 Besar Smart City Dunia. https://humas.bandung.go.id/layanan/tercerdas-di-indonesia-kota-bandung-masuk-50-besar-smart-city-dunia.
Putri, G. S. (2018, Juni 19). WHO Resmi tetapkan Kecanduan Games Sebagai Gangguan Mental. Kompas. https://sains.kompas.com/read/2018/06/19/192900123/who-resmi-tetapkan-kecanduan-game-sebagai-gangguan-mental.
Qahtani AAA, Alenzi AAS, Ali AS. Playerunknown's Battlegrounds (PUBG): Yet another internet gaming addiction. J Ayub Med Coll Abbottabad 2020;32(1):145–6.
Rho, M. J., Lee, H., Lee, T., Cho, H., Jung, D., Kim, D. & Choi, I. Y. (2018). Risk Factors for Internet Gaming Disorder: Psychological Factors and Internet Gaming Characteristics. Int. J. Environ. Res. Public Health, 15, 40; doi:10.3390/ijerph15010040.
Safarina N., & Halimah, L. (2019). Self-Control and online game addiction in early adult gamers. Journal of Physics.
Å porÄić, B., & Glavak-Tkalić, R. (2018). The relationship between online gaming motivation, self-concept clarity and tendency toward problematic gaming. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 12(1), article 4. https://doi.org/10.5817/CP2018-1-4.
Stéphanie Laconi, Sophie Pirès, Henri Chabrol, Internet Gaming Disorder, Motives, Game genres and Psychopathology, Computers in Human Behavior, doi: 10.1016/j.chb.2017.06.012.
Susilo, B. (2020). Indonesia Peringkat ke 17 Dunia Pengguna Game Online Terbanyak PUBG Mobile Kian Menjamur. Tribunkaltim. https://tribunkaltimtravel.tribunnews.com/2020/07/07/indonesia-peringkat-ke-17-dunia-pengguna-game-online-terbanyak-pubg-mobile-kian-menjamur
T’ng, S. T., & Pau, K. (2020). Identification of Avatar Mediates the Associations Between Motivations of Gaming and Internet Gaming Disorder Among the Malaysian Youth. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-020-00229-9.
Tashia. (2017, Maret 16). Evolusi dan Klasifikasi Permainan Elektronik di Indonesia. https://aptika.kominfo.go.id/2017/03/evolusi-dan-klasifikasi-permainan-elektronik-di-indonesia/.
Triberti, S.., Milani L., Villani, D., Grumi, S., Peracchia, Gurcio, G., & Riva, G. (2018). What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases. Addictive Behaviors Reports. 8. 185 – 188. https://doi.org/10.1016/j.abrep.2018.06.00.
DOI: http://dx.doi.org/10.29313/.v0i0.28295
  Â