PERAN ADIKSI GAME ONLINE TERHADAP AGRESIVITAS PADA DEWASA AWAL DI KOTA KUPANG
DOI:
https://doi.org/10.51878/paedagogy.v6i4.13804Keywords:
Adiksi Game Online, Agresivitas, Dewasa AwalAbstract
ABSTRACT
Online gaming addiction is characterised by excessive use, difficulty controlling playing time, and prioritising gaming as the main activity. This condition can increase exposure to negative interactions within games, such as conflicts between players and the use of abusive language, which may lead to aggressive behaviour. Consequently, the researchers were motivated to undertake this study with the aim of examining “The role of online gaming addiction in aggression amongst young adults in Kupang City”. This study employed a quantitative approach using a correlational design to examine the role of online gaming addiction in aggression amongst young adults in Kupang. Sampling in this study utilised non-probability sampling, specifically accidental sampling. The total sample comprised 380 respondents aged between 20 and 24 years. The data collection technique employed a questionnaire as the primary data source, administered directly to the sample. The instrument used was Google Forms. This study analysed the data using SPSS Statistics for Windows version 27. The hypothesis, tested using simple linear regression analysis, showed that there is a significant relationship between online gaming addiction and aggression among young adults in Kupang City, with a correlation coefficient of 0.538 and a p-value of < 0.001. These findings indicate that the higher the level of online gaming addiction, the higher the level of aggression. Based on the R-squared value obtained, online gaming addiction accounts for 28.9% of the variance in aggression. Meanwhile, online gaming addiction accounts for 1.7% of the variance in physical aggression, 1.5% in verbal aggression, 0.2% in anger and 1.6% in hostility.
ABSTRAK
Kecenderungan adiksi game online ditandai dengan penggunaan yang berlebihan, kesulitan mengontrol waktu bermain, serta menjadikan game sebagai aktivitas utama. Kondisi ini dapat meningkatkan paparan terhadap interaksi negatif dalam game, seperti konflik antar pemain dan penggunaan bahasa kasar, yang dapat munculnya perilaku agresivitas. Oleh karena itu, peneliti tertarik untuk melakukan penelitian ini dengan tujuan untuk melihat “Peran adiksi game online terhadap agresivitas pada dewasa awal di Kota Kupang”. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian korelasional untuk melihat peran adiksi game online terhadap agresivitas pada dewasa awal di Kota Kupang. Pengambilan sampel dalam penelitian ini menggunakan non-probability sampling yaitu accidental sampling. Total sampel sebanyak 380 responden dengan rentang umur 20-24 tahun. Teknik pengumpulan data dalam penelitian ini menggunakan metode skala sebagai data primer yang diambil langsung dari sampel. Instrumen yang digunakan yaitu google forms. Penelitian ini mengolah data dengan bantuan program SPSS Statistics For Windows versi 27. Uji hipotesis menggunakan analisis regresi linear sederhana menunjukkan terdapat peran dan signifikan antara adiksi game online terhadap agresivitas pada dewasa awal di Kota Kupang dengan nilai korelasi sebesar 0.538, dan nilai Sig < ,001. Temuan ini menunjukkan bahwa semakin tinggi adiksi game online maka semakin tinggi juga agresivitas. Berdasarkan nilai R Square yang didapatkan menunjukkan bahwa peran adiksi game online terhadap agresivitas sebesar 28,9%. Sedangkan peran adiksi game online terhadap agresivitas fisik sebesar 1,7%, agresivitas verbal sebesar 1,5%, kemarahan sebesar 0,2% dan permusuhan sebesar 1,6%.
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