Studi Deskriptif Trait Emotional Intelligence pada Gamers Terindikasi Kecanduan Game Online
Abstract
Kata Kunci: Internet Gaming Disorder, Trait Emotional Intelligence, Dewasa Awal.
Keywords
Full Text:
PDFReferences
American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5) (5th ed.). American Psychiatric Association.
Ashraf, H. et al. (2014). The impact of online games on learning english vocabulary by Iranian (low-intermediate) EFL learners. Procedia - Social and Behavioral Sciences, 98, 286–291. https://doi.org/10.1016/j.sbspro.2014.03.418
Azwar, S. (2012). Metode Penelitian. Pustaka pelajar.
Cajella, G. (2019). Digital games and escapism. Games and Culture, 5(4), 335–353. https://doi.org/10.1177/1555412009360412/
Chia, D. X. Y. et al. (2020). Prevalence of internet addiction and gaming disorders in southeast asia: A meta-analysis. International Journal of Environmental Research and Public Health, 7(7). https://doi.org/2582.10.3390/ijerph17072582/
DFC Intelligence. (2020). Global video game consumer population passes 3 billion. DFC Intelligence. https://www.dfcint.com/dossier/global-video-game-consumer-population/
Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L., Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35, 752–763. https://doi.org/10.1177/0146167209333045/
Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 9, 127–141. https://doi.org/10.1007/S10964-007-9206-2/
Gervasi, A. M., Luana L. M. et al. (2017). Personality and Internet gaming disorder: A systematic review of recent literature. Current Addiction Reports, 4(1), 293–307. https://doi.org/10.1007/s40429-017-0159-6/
Gough, C. (2020). Number of video gamers worldwide in 2020, by region. Statista. https://www.statista.com/statistics/293304/number-video-gamers/
Granic I., Adam Lobel et al. (2014) The benefits of playing video games. American Psychologist, 69, 66–78. https://doi.org/10.1037/a0034857/
Green, C. S., & Bavelier, D. (2012). Learning, attentional control, and action video games. Current Biology, 22, 197–206. https://doi.org/10.1016/j.cub .2012.02.012/
Howard, C. J., R. Wilding & D. Guest. (2016). Light video game play is associated with enhanced visual processing of rapid serial visual presentation targets. Perception, 46(2), 161–177. https://doi.org/10.1177/0301006616672579/
Jap, T. et al. (2013). The Development of Indonesian online game addiction questionnaire. PloS ONE, 8(4). https://doi.org/10.1371/journal.pone.0061098/
Kircaburun, K., Zsolt Demetrovics et al. (2019). Trait emotional intelligence and internet gaming disorder among gamers: The mediating role of online gaming motives and moderating role of age group. International Journal of Mental Health and Addiction, 18, 1446–1457. https://doi.org/10.1007/s11469-019-00179-x/
Kun, B., & Demetrovics, Z. (2010). Emotional intelligence and addictions: A systematic review. Substance Use & Misuse, 45(7-8), 1131–1160. https://doi.org/10.3109/10826080903567855/
Kuss, D. J, Louws, J., & Reinout, W. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyber-psychology, Behavior, and Social Networking, 15(9), 480–485.
Lee, J. (2011). South Korea pulls plug on late-night adolescent online gamers. CNN. https://edition.cnn.com/2011/11/22/world/asia/south-korea-gaming/index.html
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77–95 https://doi.org/10.1080/15213260802669458/
Petrides, K. V. (2001). A psychometric investigation into the construct of emotional intelligence. Doctoral dissertation, University College London.
Petrides, K. V. (2009). Technical manual for the Trait Emotional Intelligence Questionnaires (TEIQue). London Psychometric Laboratory.
Petrides, K. V., & Furnham, A. (2003). Trait emotional intelligence: Behavioural validation in two studies of emotion recognition and reactivity to mood induction. European Journal of of Personality 17(1), 39–57.
Pratama, A. M. (2020). Pengguna Internet Indonesia hingga Kuartal II 2020 Capai 196,7 Juta Orang. Kompas.com. https://money.kompas.com/read/2020/11/09/213534626/pengguna-internet-indonesia-hingga-kuartal-ii-2020-capai-1967-juta-orang/
Prensky, M. (2012). From digital natives to digital wisdom: Hopeful essays for 21st century learning. Corwin Press.
Russoniello, C. V., O’Brien, K., & Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of Cyber Therapy and Rehabilitation 2(1), 53–66.
Safarina, N., & Halimah, L. (2019). Self-control and online game addiction in early adult gamers. In Journal of Physics: Conference Series, 1375(1).
Siegling, A. B., Saklofske, D. H., & Petrides, K. V. (2015). Measures of ability and trait emotional intelligence. Elsevier Academic Press. https://doi.org/10.1016/B978-0-12-386915-9.00014-0/
Sugiyono. (2019). Metode penelitian kuantitatif kualitatif dan R&D. Alfabeta.
Tresnawaty, Y. (2018). Penggunaan confirmatory factor analysis (CFA) dalam pengembangan alat ukur trait emotional intelligence questionnaire-short form (TEIQue-SF). Jurnal Ilmiah Penelitian Psikologi: Kajian Empiris & Non-Empiris, 4(1), 33–41. https://doi.org/10.22236/JIPP-42/
Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., & Newcombe, N. S. (2013). The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, 352–402. https://doi.org/10.1037/a0028446/
DOI: http://dx.doi.org/10.29313/.v0i0.28345
  Â