HUBUNGAN ANTARA KECANDUAN GAME ONLINE DENGAN PERILAKU AGRESIF PADA PESERTA DIDIK KELAS XI DI SMKN 7 MATARAM

Authors

  • Marta Sofianti Malo Program Studi bimbingan dan konseling, Fakultas Ilmu Pendidikan dan psikologi Universitas Pendidikan Mandalika
  • Farida Herna Astuti Program Studi bimbingan dan konseling, Fakultas Ilmu Pendidikan dan psikologi Universitas Pendidikan Mandalika
  • Mujiburrahman Mujiburrahman Program Studi bimbingan dan konseling, Fakultas Ilmu Pendidikan dan psikologi Universitas Pendidikan Mandalika
  • Ani Endriani Program Studi bimbingan dan konseling, Fakultas Ilmu Pendidikan dan psikologi Universitas Pendidikan Mandalika

DOI:

https://doi.org/10.51878/teacher.v6i3.14685

Keywords:

Kecanduan Game Online, Perilaku Agresif, Peserta didik, Korelasi Pearson, Bimbingan Dan Konseling

Abstract

ABSTRACT

Online game addiction among adolescents is a concern that requires attention because excessive use may be associated with behavioral problems, including aggressive behavior in the school environment. This study focused on examining the relationship between online game addiction and aggressive behavior among eleventh-grade students at SMKN 7 Mataram in the 2025/2026 academic year. This study employed a quantitative approach with a correlational design. The study population consisted of 86 students, all of whom were selected as the sample using total sampling. Data were collected using two questionnaires, namely an online game addiction questionnaire and an aggressive behavior questionnaire, each consisting of 24 statements. The data were then analyzed using the Pearson Product Moment correlation test with the assistance of SPSS. The results showed a correlation coefficient of 0.622 with a significance value of 0.000 < 0.05. These findings indicate a positive and significant relationship with a strong level of association between online game addiction and aggressive behavior. Thus, the higher the level of online game addiction, the higher the tendency of aggressive behavior among eleventh-grade students at SMKN 7 Mataram. These findings highlight the importance of paying attention to online game use as one of the factors associated with students' behavior in the school environment.

ABSTRAK

Penggunaan game online yang berlebihan pada remaja dapat berkaitan dengan munculnya berbagai persoalan dalam kehidupan sosial, termasuk kecenderungan perilaku agresif. Penelitian ini bertujuan untuk mengetahui hubungan antara kecanduan game online dengan perilaku agresif pada peserta didik kelas XI di SMKN 7 Mataram Tahun Pelajaran 2025/2026. Penelitian menggunakan pendekatan kuantitatif dengan desain korelasional. Populasi sekaligus sampel penelitian berjumlah 86 peserta didik yang ditentukan melalui teknik total sampling. Data dikumpulkan menggunakan dua angket, yaitu angket kecanduan game online dan angket perilaku agresif, yang masing-masing terdiri atas 24 pernyataan. Data dianalisis menggunakan uji korelasi Pearson Product Moment dengan bantuan SPSS. Hasil penelitian menunjukkan koefisien korelasi sebesar 0,622 dengan nilai signifikansi 0,000 < 0,05. Hasil tersebut menunjukkan adanya hubungan positif dan signifikan antara kecanduan game online dengan perilaku agresif dengan tingkat hubungan yang kuat. Dengan demikian, semakin tinggi tingkat kecanduan game online, semakin tinggi pula kecenderungan perilaku agresif pada peserta didik kelas XI SMKN 7 Mataram. Temuan ini dapat menjadi dasar bagi guru Bimbingan dan Konseling dalam memberikan perhatian terhadap penggunaan game online dan pengembangan pengendalian diri peserta didik.

Downloads

Download data is not yet available.

References

Abdurrahman, A. (2026). Online gaming intensity and verbal aggressive behavior among adolescents: Evidence of a moderate positive correlation. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 10(1), 438–448. https://doi.org/10.22437/jiituj.v10i1.53434

Afdal, Fikri, M., Pane, N., & Andriani, W. (2021). Exploration of aggressive behavior among adolescent in Indonesia. Konselor, 10(1), 1–7.

https://doi.org/10.24036/0202094111914-0-00

Andrews, J. L., Ahmed, S. P., & Blakemore, S.-J. (2021). Navigating the social environment in adolescence: The role of social brain development. Biological Psychiatry, 89(2), 109–118. https://doi.org/10.1016/j.biopsych.2020.09.012

Anggraini, W., Rifani, E., & Prasetyo, A. (2023). Faktor-faktor penyebab perilaku agresif pada remaja: Studi literatur. JAMBURA Guidance and Counseling Journal, 4(1), 39–44. https://doi.org/10.37411/jgcj.v4i1.2246

Aran, A., & Elwindra, E. (2021). Relationship between online game addiction and aggressive behavior in students at STIKES Persada Husada Indonesia in 2021. Jurnal Persada Husada Indonesia, 8(31), 1–11. https://doi.org/10.56014/jphi.v8i31.328

Aulia, S., Saman, A., Buchori, S., & Amirullah, M. (2024). Intensitas bermain game online dan pengaruhnya terhadap agresivitas verbal peserta didik di sekolah. Indonesian Journal of School Counseling: Theory, Application, and Development, 4(2).

https://doi.org/10.26858/ijosc.v4i2.62229

Bhatiasevi, V. (2023). Online gaming addiction and quality of life among early adolescents: An investigation from a SEM-neural network approach. Human Behavior and Emerging Technologies, 2023, Article 7898600. https://doi.org/10.1155/2023/7898600

Bullo, A., & Schulz, P. J. (2022). Parent-child communication, social norms, and the development of cyber aggression in early adolescence. Journal of Youth and Adolescence, 51, 1774–1786. https://doi.org/10.1007/s10964-022-01625-1

Chaku, N., & Davis-Kean, P. E. (2024). Positioning adolescence in the developmental timeline. Journal of Research on Adolescence, 34(4), 1322–1330.

https://doi.org/10.1111/jora.12928

Chen, S., Liao, J., Wang, X., Li, J., Liu, Y., & Zhang, W. (2025). Longitudinal relationship between gaming disorder symptoms, hyperactivity/inattention symptoms and aggression among Chinese adolescents: Within-person and between-person effects. Computers in Human Behavior, 169, 108608.

https://doi.org/10.1016/j.chb.2025.108608

Chen, Y., Wang, L., Guo, S., & Gu, Q. (2025). Violent or competitive? Unpacking adolescent cyber-aggressive behavior in text, video, and game context. Frontiers in Psychology, 16, 1577717. https://doi.org/10.3389/fpsyg.2025.1577717

Cheah, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937–950. https://doi.org/10.1002/mar.21631

Deng, X., Hu, Y.-B., Liu, C.-Y., Li, Q., Yang, N., Zhang, Q.-Y., Liu, L., Qiu, J.-N., Xu, H.-B., Xue, L., Shi, Y.-W., Wang, X.-G., & Zhao, H. (2024). Psychological distress and aggression among adolescents with internet gaming disorder symptoms. Psychiatry Research, 331, 115624. https://doi.org/10.1016/j.psychres.2023.115624

Icenogle, G., & Cauffman, E. (2021). Adolescent decision making: A decade in review. Journal of Research on Adolescence, 31(4), 1006–1022.

https://doi.org/10.1111/jora.12608

Infanti, A., Valls-Serrano, C., Perales, J. C., Vögele, C., & Billieux, J. (2023). Gaming passion contributes to the definition and identification of problematic gaming. Addictive Behaviors, 147, 107805. https://doi.org/10.1016/j.addbeh.2023.107805

Isnaini, I., Malfasari, E., Devita, Y., & Herniyanti, R. (2021). Intensitas bermain game online berhubungan dengan perilaku agresif verbal remaja. Jurnal Keperawatan Jiwa (JKJ): Persatuan Perawat Nasional Indonesia, 9(1), 235–242.

https://doi.org/10.26714/jkj.9.1.2021.235-242

Joshi, A., Sharma, K., Sigdel, D., Thapa, T., & Mehta, R. (2022). Internet gaming disorder and aggression among students on school closure during COVID-19 pandemic. Journal of Nepal Health Research Council, 20(1), 41–46.

https://doi.org/10.33314/jnhrc.v20i01.3737

Kim, J., Lee, D., Lee, S., Kim, E., & Oh, S. (2023). Reinforcing relationships between gaming disorder and aggression and intrusive parenting across 4 years. Cyberpsychology, Behavior, and Social Networking, 26(7), 503–510.

https://doi.org/10.1089/cyber.2022.0101

Laursen, B. (2021). Toward understanding the functions of peer influence: A summary and synthesis of recent empirical research. Journal of Research on Adolescence, 31(4), 889–907. https://doi.org/10.1111/jora.12606

Lee, S. J., Jeong, E. J., Choi, J. I., & Park, M. S. (2024). Social intelligence and pathological gaming: A longitudinal study of the associations among negative emotions, social intelligence, aggression, and pathological gaming in adolescents. Frontiers in Psychiatry, 15, 1353969. https://doi.org/10.3389/fpsyt.2024.1353969

Li, S., Wu, Z., Zhang, Y., Xu, M., Wang, X., & Ma, X. (2023). Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults. Frontiers in Public Health, 11, 1111889. https://doi.org/10.3389/fpubh.2023.1111889

Park, H., Peck, J. H., & Ray, J. V. (2026). Who influences whom? Examining self-control and delinquent peer dynamics among justice-involved youth. Journal of Youth and Adolescence, 55, 2014–2029. https://doi.org/10.1007/s10964-026-02365-2

Putra, A. R., & Rusli, D. (2021). Hubungan intensitas bermain game online dengan kecenderungan perilaku agresif pada remaja. Jurnal Riset Psikologi, 2021(2). https://ejournal.unp.ac.id/students/index.php/psi/article/view/11663

Qu, X. (2023). An overview of online games and their effects on adolescents. Open Journal of Social Sciences, 11(11), 310–320. https://doi.org/10.4236/jss.2023.1111021

Wardana, & Ahdar. (2021). Belajar dan pembelajaran: Teori, desain, model pembelajaran dan prestasi belajar. CV. Kaaffah Learning Center.

https://repository.iainpare.ac.id/id/eprint/2677/1/Buku%20Ahdar.pdf

Willems, Y. E., Li, J.-B., Bartels, M., & Finkenauer, C. (2024). Individual differences in adolescent self-control: The role of gene-environment interplay. Current Opinion in Psychology, 60, 101897. https://doi.org/10.1016/j.copsyc.2024.101897

World Health Organization. (2024). Clinical descriptions and diagnostic requirements for ICD-11 mental, behavioural and neurodevelopmental disorders. World Health Organization. https://www.who.int/publications/i/item/9789240077263

Downloads

Published

2026-08-31

How to Cite

Malo, M. S., Astuti , F. H., Mujiburrahman, M., & Endriani , A. (2026). HUBUNGAN ANTARA KECANDUAN GAME ONLINE DENGAN PERILAKU AGRESIF PADA PESERTA DIDIK KELAS XI DI SMKN 7 MATARAM. TEACHER : Jurnal Inovasi Karya Ilmiah Guru, 6(3), 1127–1139. https://doi.org/10.51878/teacher.v6i3.14685

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.