Hubungan Subjective Well-Being Dengan Problematic Internet Use Pada Roleplayer Korean Idol

Haifaa Rakhmania, Siti Qodariah

Abstract


Abstrac. Subjective well-being is often associated with problematic internet use, students in the city of Bandung who actively play korean idol roleplay, show indications of problematic internet use. They continnued to use the internet for a long period despiter already feeling the negative impact of using it. This study is correlational with respondents as many as 103 students who live and study in Bandung and actively play roleplay Korean idol. The purpose of this studyis to find out empirical data on the relationship between subjective well being and problematic internet use in studentd who are the age of 18-25 years or at the stage of early adult development in Banfung who play roleplay Korean idol. . The measuring instrument used to measure subjective well-being is the satisfaction with life scale (SWLS) transleted by Yusak Novanto (2019) and teh scale of Positive and Negative Experience (SPANE) by Orina (2015) which refers to the tehory of Ed Diener (2005). Next to measure problematic internet use using Generalized Problematic Internet Use 2 (GPIUS2) which has been translated by Nafisah (2018) which refers to Caplan theory (2010). This research analysis technique uses Spearman Rank analysis so that it obtained a value of r= 0.817 with p= 0.000. This indicates a positive relationship between subjective well=being and problematic internet use in studentd who actively play Korean idol roleplay

Keyword: Subjective Well Being, Problematic Internet Use, Roleplay

Abstrak. Kesejahteraan subjektif sering sekali dihubuungkan dengan penggunaan internet yang bermasalah, pada Mahasiswa di Kota Bandung yang aktif bermain roleplay korean idol, menunjukan adanya indikasi penggunaan internet yang bermasalah. Mereka terus menggunakan internet dalam jangka waktu yang lama meskipun sudah merasakan dampak negatif dari penggunaaninternet itu sendiri. Penelitian ini merupakan penelitian korelasional dengan jumlah responden sebanyak 103 mahasiswa yang tinggal dan berkuliah di Kota Bandung serta aktif bermain Roleplay Korean Idol. Tujuan penelitian ini adalah untuk mengetahui data empirik mengenai hubungan antara subjective well-being dan problematic internetuse pada mahasiswa yang berada di usia 18 – 25 tahun atau pada tahapan perkembangan dewasa awal di Kota Bandung yang bermain Roleplay Korean Idol. Alat ukur yang digunakan untuk mengukur subjective well-being adalah Satisfaction With Life Scale (SWLS)yang diterjemahkan oleh Yusak Novanto (2019) dan Scale of Positive and Negative Experience(SPANE) olehOrina (2015) yang mengacu pada teori Ed Diener (2005). Selanjutnya, untuk mengukur variabel problematic internet use menggunakan Generalized Problematic Internet Use2 (GPIUS2) yang telah diterjemahkan oleh Nafisah (2018)yang mengacu pada teori Caplan (2010). Teknik analisis penelitian ini menggunakan analisis Rank Spearman sehingga didapatkan nilai r= 0,817 dengan p= 0,000. Hal tersebut menunjukan adanya hubungan positif antara subjective well-being dan problematic internetusepada mahasiswa yang aktif bermain Roleplay Korean Idol.

Kata Kunci: Kesejahteraan subjektif, penggunaan internet bermasalah, permainan peran


Keywords


Kesejahteraan subjektif, penggunaan internet bermasalah, permainan peran

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DOI: http://dx.doi.org/10.29313/.v0i0.28388

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