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THE EFFECT OF SELF ESTEEM AND SENSATION SEEKING ON ONLINE GAMES ADDICTION IN EARLY ADOLESCENTS st nd rd 1 Natris Idriyani 2 Andina Fajar Mustaqimah 3 Siti Maryam Mubarokah Psychology Departement Psychology Departement Psychology Departement UIN Syarif Hidayatullah UIN Syarif Hidayatullah UIN Syarif Hidayatullah Jakarta, Indonesia Jakarta, Indonesia Jakarta, Indonesia natris.idriyani@uinjkt.ac.id andinafajar160223ra@gmail.com sitimaryammubarokah07329@gmail.com Abstract— This study aims to examine the effect of self- In addition, online game addiction can also cause mental esteem and sensation seeking on online game addiction in early disorders. As was the case in kompas.com news downloaded teens. This research was conducted because of the rampant on (10/18/19) that dozens of students in Surakarta ranging phenomenon of online game addiction among teenagers from elementary school (SD) to high school (SMA) grade 1 recently.This study uses a quantitative approach with multiple experienced mental disorders due to addiction to playing regression analysis. A sample of 230 adolescents in the Greater online games (Zamani). , 2019). An interesting thing Jakarta area were taken using a non-probability sampling happened, the student played online games without a break technique, namely purposive sampling. The author modifies because he agreed to the challenge of his friends to play the the measuring instrument used, namely Game Addiction Scale online game. Adolescence (GASA), Sensation Seeking Scale (SSS V), and Self-Liking and Self-Competence Questionnaires (SLSC) to Judging from previous studies, there are several factors measure self-esteem. The results showed that there was a that influence online game addiction, namely attention, peer significant effect between self-esteem and sensation seeking on pressure, perceived social support, gender, depression, self- online game addiction. As for the effect of self-esteem 68.5%. esteem, daily life satisfaction, age, sensation seeking, trait The dimensions of sensation seeking that have a significant and state anxiety, and neuroticism. The results of a survey effect are experience seeking, boredom susceptibility and conducted by researchers on 10 teenagers, the factors that disinhibition, and for self-esteem there is self competence, influence their addiction to online games are peer pressure, which has a significant effect on online game addiction. sensation seeking, self-esteem, and demographic factors (age Keywords— Self esteem, sensation seeking, online and gender). game addiction and early adolescence The majority of online game addictions are teenagers. I. INTRODUCTION Adolescence according to Hurlock (1980) is a period of transition from the childhood stage to the adult stage which According to Lemmens, Valkenburg and Peter (2009), is characterized by changes in all aspects of a person's online game addiction is an individual's persistent inability to physical, cognitive, and psychosocial. At this time, there are control excessive online gaming habits even though it causes many desires that teenagers want to achieve, one of which is social and emotional problems. DSM-V (2013), states that the desire to try everything, because in general, teenagers someone with an online game addiction can usually spend 8- have high curiosity. This curiosity makes teenagers tend to 10 hours or more per day and a minimum of 30 hours per want to adventure, explore and try everything they have week playing online games. But besides that, online games never experienced (Ali & Asrori, 2009). Likewise, sensation also have a negative impact on users. Playing online games seeking is carried out by adolescents, because sensation intensely can also cause addiction to users. Online game seeking is a feature that describes the search for sensations, users can spend their time just playing online games. Playing experiences and sensations that are varied, new, and complex excessively can of course cause disruption of daily activities, (Zuckerman, in Lin & Tsai, 2002). This thrill-seeking can be such as (1) not studying, (2) not eating, (3) less socializing done by playing online games.” with the world around them and (4) even worse if online Based on previous research, it was found that sensation game users themselves can have an impact on health to seeking has a significant effect on online game addiction Dead." (Mehroof & Griffiths, 2010). This may be because sensation The serious addiction to online games will make children seeking is a way for individuals to overcome their boredom, want to play online games continuously. This can also trigger and online games provide psychological or physiological crime, as in the case of a gang of teenagers reported by news stimulation and rewards for thrill seekers (Mehroof & bangka.tribunnews.com, where seven teenagers were Griffiths, 2010).” desperate to steal laptops because they were addicted to Adolescence is also often known as a period of searching playing online games. Because they need money to play for identity, by Erikson called ego identity (Bischof, in Ali & online games. This addiction forces the teenager to act Asrori, 2009). At this time, teenagers are trying to find out recklessly to fulfill his desire to play online games. Small who they really are. In addition, teenagers also need the need things that individuals who are desperate can do are like for self-esteem (self-esteem). Self-esteem according to lying, taking their parents' money without permission and Tafarodi & Swann Jr (2001), is a phenomenon that has two even stealing." elements of value that are reflected by individuals through th The 9 International Conference on Cyber and IT Service Management (CITSM 2021) Bengkulu, September 22-23, 2021 personal competence. According to Sriati and Hernawati 3) Mood Modification: A subjective experience in (2007), self-esteem is one aspect of personality that has an which people have a bond with the game. The initial important role and a major influence on individual attitudes dimension is the euphoria of the activity as well as the and behavior. For example, it can be seen from research emergence of a calming feeling associated with the flight of conducted by Harter (in Santrock, 2007), which states that feelings. physical appearance specifically contributes to self-esteem in 4) Withdrawal (regression symptoms): Unpleasant adolescents. Someone who has self-esteem will be more feelings that arise when no longer playing games. This can confident, more capable, and more productive. On the other affect a person's physical, feelings and effects between hand, people who do not have enough self-esteem will tend feelings and physical (such as dizziness, insomnia) or to feel inferior, insecure, helpless, and even lose their initiative or thinking impasse (Ali & Asrori, 2009), thus psychological (eg, irritability or moodiness). making them do negative things, one of which is like playing 5) Relapse (repeat a bad habit): Relapse as a failure online games to the point of becoming addicted.” due to emotional problems associated with the addiction has not been treated. “Individuals who are addicted to online games are 6) Conflict: This is a common factor that accompanies associated with low self-esteem. This is in accordance with addiction, where stress levels increase due to game use. This the research conducted by Ko et al. (2005), who stated that low self-esteem was associated with online game addiction. leads to conflicts that occur between the use of games and Likewise, the results of research conducted by Azis (2011), the surrounding environment (interpersonal conflict) or which is that there is a significant relationship between self- conflicts that occur within themselves (intraphysical esteem and online game addiction and the relationship conditions or lack of control) caused by spending too much between the two is a negative relationship. That is, if the self- time playing games. esteem possessed by adolescents is low, the tendency to 7) . Problems: This happens because they spend too become addicted to online games will increase, and vice much time and are busy with online games, which versa. eventually causes a person to neglect social activities and Because of the above phenomenon, the authors are life tasks interested in carrying out research on the effect of self- B. Sensation Seeking esteem and sensation seeking. The questions in this study are: Zuckerman, Eysenck, and Eysenck (1978) revealed that • Is there an effect of self-esteem and sensation seeking there are four dimensions of sensation seeking, including. on online game addiction? 1) Thrill and Adventure Seeking: Thrill and adventure • Do the dimensions of self-esteem and sensation seeking contains things that express a desire to be involved seeking affect online game addiction? in sports or other activities that involve speed or danger. • Which dimension has the most influence on online 2) Experience Seeking: Experience seeking is the search game addiction? for experiences through inappropriate thoughts and feelings, travel, and lifestyles. II. LITERATURE REVIEW 3) Boredom Susceptibility: Boredom susceptibility is an A. Addiction Games Online aversion to repetition, routine, boring people, and boredom when things don't change. In this study, the definition used by the researcher is the 4) Disinhibition: Disinhibition is social and sexual understanding of Lemmens, Valkenburg and Peter (2009) dissatisfaction expressed in drinking, partying, and which states that online game addiction is an individual's variations in sexual partners. Disinhibition displays behavior persistent inability to control excessive online game playing that ignores social barriers such as fighting, seeking social habits even though it causes social and emotional problems. stimulation through parties, drinking, and various sexual Lemmens, Valkenburg and Peter (2009) have listed seven partners. dimensions to determine whether an individual has been classified as an online game addict that occurs at any time C. Self Esteem within six months, namely: In this study, the definition used by the researcher is the 1) Salience (priority): When playing the game becomes notion of Tafarodi & Swann Jr (2001) which states that self- a very important activity for the life of the individual. It can esteem is a phenomenon that has two elements of value that be divided into cognitive (when an individual thinks are reflected by individuals through personal competence or frequently about activities) and behavioral (for example, which is often explained by the term (self-competence) and when a person neglects basic needs such as sleep, eating or appearance, character, and social identity (self-liking). hygiene in order to perform activities). Tafarodi & Swann Jr (2001) explain self-esteem with two 2) Tolerance: The process by which a person starts to components, including: play games more often so that he gradually begins to spend 1) Self-competence: Self-competence is an individual's time playing games and this is done as a process of assessment of himself as an individual who has the intention fulfillment to a certain degree to get the effect of changing of being able to obtain the results he wants by carrying out moods. his intentions. th The 9 International Conference on Cyber and IT Service Management (CITSM 2021) Bengkulu, September 22-23, 2021 2) Self-liking: Self-liking is an individual's assessment possibility that the higher the individual's disinhibition, the of himself as a social object, which is often simplified to be higher the addiction to online games." a good or bad person. This assessment gives rise to a sense “In addition, other things that can affect online game of self-worth that has social significance. This judgment is addiction in adolescents are the need for self-esteem. In this often based on appearance, character, and social identity. case, teenagers judge themselves as not good enough and try D. Framework to increase their self-esteem, one of which is by playing online games. Adolescents who are addicted to online Online games are played through the internet network games, according to research conducted by Azis (2011), that can be played by many people at the same time. In the have low self-esteem. It can be said that individuals who are online game there is also a chat room, where players can addicted to online games are less able to respect themselves, interact during the game, both with players who have been and do not accept the reality that is happening in their lives.” known for a long time and players who are newly known. Self-esteem according to Tafarodi & Swann Jr (2001) has This can also be a way to increase the interaction between two dimensions, namely self-competence and self-liking. players, not only to greet each other, but also to be used as a The dimension of self-competence affects addiction to medium of cooperation in playing online games. The types online games. This is because individuals judge themselves of games also vary, but the ones that are often played by as individuals who have the intention of being able to get many people are Mobile Legend (ML) and PUBG, because the results they want by playing online games. So the higher these games are about war and are fun, besides that there are the self-competence, the higher the addiction to online also many players.” games." “Online games not only provide entertainment but also “The self-liking dimension affects online gaming provide interesting challenges to complete so that addiction. This is because individuals judge themselves as individuals play online games regardless of time to achieve social objects based on appearance, character, and social satisfaction. This makes gamers not only become identity who are addicted to online games. So the higher the connoisseurs of online games but can also become addicts to self-liking done, the more addiction to online games can online games and teenagers are one of the most users. Based be.” on the results of a survey conducted by the Association of “Then, teenagers who are addicted to online games are Indonesian Internet Service Providers (APJII), most online not only found in men, but also in women. Teenagers who game users are dominated by teenagers with an age range of are addicted to online games that are often found are 12-20 years. Addiction to online games can be influenced by between the ages of 12-18 years. Although it cannot be several factors, in this study the factors thought to influence denied that online game addiction is also found in adulthood adolescents are self-esteem and sensation seeking. (Ko, et al., 2005).” Seeking sensation according to Zuckerman, Eysenck, Based on this explanation, a schematic framework can and Eysenck (1978) has four dimensions, namely thrill and be made as follows: adventure seeking, experience seeking, boredom susceptibility, and disinhibition. The thrill and adventure seeking dimension affects online game addiction. This is because thrill-seeking and adventure-seeking individuals involve speed, new dangers, and challenging gravity. Individuals who seek thrill and adventure by playing online games, so there is a possibility that the higher the individual's thrill and adventure seeking, the higher the Fig. 1. Framework for thinking addiction to online games." Hypothesis : Self-esteem and sensation seeking have an “The experience seeking dimension affects online game effect on online game addiction addiction. This is because individuals who are addicted to online games are looking for new experiences in their lives. III. RESEARCH METHODE Individuals who seek new experiences in their lives by The approach used in this research is a quantitative playing online games, so there is a possibility that the higher approach. The design in this study is a causal relationship. the experience seeking they do, the more addicted to online This research uses a sampling technique called non- games they can be.” probability sampling with purposive sampling type. The “The dimension of boredom susceptibility affects online sample criteria in this study are: early teens, aged 12-17 game addiction. This is because individuals who experience years, and every day accessing online games with more than boredom in their lives will try to find ways to overcome 8 hours per day. their boredom, and one way to do this is by playing online The measuring instruments used in this study are Game games. So the higher the boredom susceptibility, the higher Addiction Adolescence Scale (GASA) to measure online the addiction to online games." game addiction, Sensation Seeking Scale (SSS V) to measure “The disinhibition dimension affects online game sensation seeking, and Self-Liking and Self-Competence addiction. This is because individuals who have a strong Questionnaires (SLSC) to measure self-esteem. The data desire to carry out behaviors that contain social and health analysis technique used in this study is Multiple Regression risks due to playing online games continuously, so there is a Analysis with the help of SPSS. th The 9 International Conference on Cyber and IT Service Management (CITSM 2021) Bengkulu, September 22-23, 2021 IV. RESULT V. CONCLUSSION AND DISCUSSION Table 1 shows a summary model of the direct influence Based on the value of the regression coefficient whose of all independent variables on the dependent variable. significance is less than 0.05, there are three significant variables, namely thrill and adventure of 0.000, experience TABLE I. MODEL SUMMARY seeking of 0.001, and disinhibition of 0.000. All of these variables are sensation seeking dimensions. In accordance with previous research regarding the sensation seeking variable as a whole, it was found that thrill and adventure seeking, experience seeking, boredom susceptibility, and disinhibition had a significant positive effect on online game addiction (Mehroof & Griffiths, 2010). It can be said that the higher the sensation seeking, In table 1 it can be seen that the R-Square is 0.685 or the higher the addiction to online games in adolescents. 68.5%. This means that the proportion of online game Based on the results of this study, the researcher realized addiction variants is explained by thrill and adventure, that there were many shortcomings or limitations. experience seeking, boredom susceptibility and disinhibition. Therefore, the researcher would like to provide self-competence, self-liking of 68.5%, while the remaining methodological advice as a consideration for other studies 31.5% is influenced by variables outside the study that will examine the same dependent variable. The Table 2 shows Anova from the results of the analysis researcher will also describe practical suggestions as part of using SPSS. the conclusions and input for individuals who are directly related to this research, as well as individuals or parties who TABLE II. ANOVA can benefit from this research. The variance of the eight independent variables studied contributed 68.5%, the rest was contributed by other variables not studied. Therefore, it is recommended for further research to add other variables that can affect online game addiction other than those in this study. For example, such as self control and life satisfaction ACKNOWLEDGMENT (Heading 5) The result of Anova significance of 0.000 means that the significance is smaller than 0.05, then the regression The preferred spelling of the word “acknowledgment” in coefficient is significant, which means thrill and adventure, America is without an “e” after the “g”. Avoid the stilted experience seeking, boredom susceptibility and expression “one of us (R. B. G.) thanks ...”. Instead, try “R. disinhibition. self-competence, self-liking which means it B. G. thanks...”. Put sponsor acknowledgments in the has a significant influence on online game addiction unnumbered footnote on the first page. addiction. REFERENCES Table 3 shows the results of the coefficients of each independent variable on the dependent variable. [1] Ali, M. & Asrori, M. (2009). Psikologi remaja: perkembangan peserta didik. Jakarta: Bumi Aksara. TABLE III. COEFFICIENTS [2] American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorder, fifth edition. London: American Psychiatric Association. [3] Azis, R.N. (2011). Hubungan kecanduan game online dengan self esteem remaja gamers di kecamatan Lowokaru kota Malang. Skripsi: Fakultas Psikologi Universitas Islam Negeri Maulana Malik Ibrahim Malang. [4] Hurlock, E.B. (1980). Development psychology: A life span approach. Fifth edition. United States: McGraw-Hill,Inc. [5] Ko, C.H., Yen, J.U., Chen, C.C., Chen, S.H., dan Yen, C.F. (2005). Gender differences and related factor affecting online gaming addiction among Taiwanese adolescents. Journal of Nervous and Mental Disease. 193(4): 273-277. Based on table 3 to see the significance of each variable, [6] Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). Development you can see the regression coefficient which, if the and validation of a game addiction scale dor adolescents. Media significance is less than 0.05, the resulting regression Psychology. 77-95. doi: 10.1080/15213260802669458. coefficient has a significant influence on online game [7] Lin, S.S.J., Tsai, C.C. (2002). Sensation seeking and internet addiction. dependence of taiwanese high school adolescents. Computers in human behavior. 18, 411-426. [8] Mehroof, M. & Griffiths, M.D. (2010). Online game addiction: the role of sensation seeking, self control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking. 13(3): 313-316.
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