Main Authors: | Prabowo, Octavianus, Juneman, Juneman |
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Other Authors: | LPPM Unisba |
Format: | Article info Kuantitatif Analisis Jalur application/pdf eJournal |
Bahasa: | ind |
Terbitan: |
Universitas Islam Bandung
, 2012
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Subjects: | |
Online Access: |
http://ejournal.unisba.ac.id/index.php/mimbar/article/view/334 http://ejournal.unisba.ac.id/index.php/mimbar/article/view/334/32 |
Daftar Isi:
- Indonesia’s youth has been facing several significant problems such as drug addiction and online-video games addiction. The Indonesia Manual for Classification and Diagnosis of Mental Disorders (PPDGJ III) has not yet included diagnosis criteria for online-video games addiction. This research was the first to find the relationship between online-video games addiction with a predictor that is peer-acceptance and a mediator variable that is loneliness. Path analysis with Structural Equation Model was applied to 133 sample data of Jakartan teenagers aged 12-18. The result showed that hypothesized research model was suitable to the empirical data (÷2 = 1,56; p > 0,05; GFI > 0,90). If the addicted teenagers perceived that they are not accepted by their peers, followed by strong feelings of loneliness, this psychological situation worsened their addiction to online-video games.
- Di samping kecanduan narkotika, jenis kecanduan lain yang menurunkan kualitas hidup generasi muda Indonesia adalah kecanduan video gim dalam jaringan/daring. Pedoman Penggolongan dan Diagnosis Gangguan Jiwa di Indonesia (PPDGJ III) jelas belum memasukkan kriteria diagnosis kecanduan video gim daring. Penelitian ini merupakan penelitian pertama yang menyelidiki kecanduan gim daring dengan variabel prediktor penerimaan teman sebaya dan variabel mediator kesepian. Analisis jalur dengan Structural Equation Model terhadap data 133 sampel remaja Jakarta berusia 12-18 tahun menunjukkan bahwa model penelitian yang dihipotesiskan sesuai dengan data empiris (÷2 = 1,56; p > 0,05; GFI > 0,90). Semakin remaja yang bermain video gim daring mempersepsikan dirinya tidak diterima oleh teman sebaya, bila diikuti dengan perasaan kesepian, semakin tinggi tingkat kecanduannya terhadap video gim daring.