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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 ...

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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: 
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                                                                                                                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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...The effect of self esteem and sensation seeking on online games addiction in early adolescents st nd rd natris idriyani andina fajar mustaqimah siti maryam mubarokah psychology departement uin syarif hidayatullah jakarta indonesia uinjkt ac id andinafajarra gmail com sitimaryammubarokah abstract this study aims to examine addition game can also cause mental disorders as was case kompas news downloaded teens research conducted because rampant that dozens students surakarta ranging phenomenon among teenagers from elementary school sd high sma grade recently uses a quantitative approach with multiple experienced due playing regression analysis sample greater zamani an interesting thing area were taken using non probability sampling happened student played without break technique namely purposive author modifies he agreed challenge his friends play measuring instrument used scale adolescence gasa sss v liking competence questionnaires slsc judging previous studies there are several factors...

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