Pengaruh Motif Bermain Game Terhadap Adiksi Pubg Pada Remaja

Sevie Nur Hikmah, Lilim Halimah

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, Adiksi 

Keywords


Motif, Game Online, PUBG, Adiksi

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References


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DOI: http://dx.doi.org/10.29313/.v0i0.28295

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