Factors Influencing Internet Gaming Disorder in Adolescents in the Age of Modern Technology: Literature Review

Main Article Content

Ida Bagus Danandinatha Adhyaksa
Tience Debora Valentina

Abstract

In the era of modern technology, the development of technology has a great impact on its use. Teenagers use the internet to quickly access information, entertainment media, and play online games. Compulsive and unruly behavior of playing online games in such a way will cause addiction to online games or what is often called Internet Gaming Disorder. The purpose of this study is to see what factors can support or influence the occurrence of Internet Gaming Disorder in adolescents. A descriptive literature review was conducted on 10 articles using quantitative research with diverse sampling methods and adolescent respondents. The results of a literature study show that there are factors that affect internet gaming disorder in adolescents, including gaming motives, social anxiety, motivation and social support, loneliness and affiliated needs, sensation seeking, parental parenting, attention problems, stress levels, internet escapism, self-control.

Downloads

Download data is not yet available.

Article Details

How to Cite
Adhyaksa, I. B. D., & Valentina, T. D. (2023). Factors Influencing Internet Gaming Disorder in Adolescents in the Age of Modern Technology: Literature Review. Humanitas (Jurnal Psikologi), 7(1), 27–46. https://doi.org/10.28932/humanitas.v7i1.5872
Section
Articles

References

American Psychiatric Association. (2013). Anxiety disorders. In Diagnostic and statistical manual of mental disorders (5th ed.).

APA Dictionary of Psychology. (2022). Social Anxiety. Retrieved December 11, 2022. 2, from https://dictionary.apa.org/social-anxiety

Adams, E. (2013). Fundamentals of game design (2nd ed). New York: New Riders Publishing.

Ali, M. & Asrori, M. (2010). Psikologi Remaja Perkembangan Anak Didik. Jakarta: Bumi Aksara.

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). https://doi-org.ezproxy.frederick.edu/10.1176/appi.books.9780890425596

Anggarani, F. K. (2015). Internet Gaming Disorder: Psikopatologi Budaya Modern. Buletin Psikologi, 23(1), 1. https://doi.org/10.22146/bpsi.10572

APA Dictionary of Psychology. (2022). Social Anxiety. From https://dictionary.apa.org/social-anxiety

Arnani, K. D. N. (2021). Internet Gaming Disorder: Prevention Adolescent Programs for Indonesia. Jurnal PROMKES, 9(1), 50. https://doi.org/10.20473/jpk.v9.i1.2021.50-58

Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research. 1 (1). Diakses dari: https://www.researchgate.net/publication/247190693.

Brannon, L., & Feist, J. (2013). Health psychology: An introduction to behavior and health (8th ed.). In Wadswprth Cengage Learning.

Cahya, K, D., Gunawan I, M, S., Maharani, J, F. (2022) Hubungan Self Management Dengan Kecanduan Game Online Kelas XI Di SMAN 1 Praya Barat Kabupaten Lombok Tengah Tahun Pelajaran 2021/2022. Journal of Mandalika Literature, Vol 3, No 1.

Corbetta, M., & Shulman, G. L. Control of goal-directed and stimulus-driven attention in the brain. Nat Rev Neurosci 2002; 3: 201-215.

Dwiningrum, S. I. A. (2012). Ilmu sosial & budaya dasar. Yogyakarta: UNY Press.

Ganestya, K. (2016). Peranan Orang Tua Dalam Upaya Mengatasi Kecanduan Game Online Siswa SMP Negeri 20 Malang. http://mulok.library.um.ac.id/index 3.php/78639.html

Harkina, P., Koesma, R., & Wungu, E. (2019). Pelatihan “Strategi Pengelolaan Diri” Untuk Meningkatkan Self Control Pada Remaja Dengan Adiksi Game Online Tingkat Sedang. Jurnal Psikologi Malahayati, 1(1), 41–50. https://doi.org/10.33024/jpm.v1i1.1417

Hurlock. B.Elizabeth. (2000) Perkembangan Anak/Child Development. Jakarta: Erlangga.

Hurlock, Elizabeth B. (2010) Perkembangan Anak. Jakarta: Erlangga.

Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multiplayer online role-playing games: A pilot study. International Journal of Mental Health and Addiction, 7(2), 563– 571.

Husein MR, M. (2021). Lunturnya Permainan Tradisional. Aceh Anthropological Journal, 5(1), 1. https://doi.org/10.29103/aaj.v5i1.4568

Iglesias, S. L., Azzara, S., Squillace, M., Jeifetz, M., Lores Arnais, M. R., Desimone, M. F., et al. (2005). A study on the effectiveness of a stress management programme for college students. Pharmacy Education, 5, 27–31.

King, D. L., & Delfabbro, P. H. (2020). Video game addiction. In Adolescent Addiction (Second Edi). Elsevier Inc. https://doi.org/10.1016/b978-0-12-818626-8.00007-4

King D. L., Delfabro PH (2009) Motivational Differences in Problem Video Game Play. Journal of Cybertherapy & Rehabilitation.; 2(2): 139-49.

King, D. L., & Delfabbro, P. H. (2018). Internet gaming disorder: Theory, assessment, treatment and prevention. New York: Academic Press

Király, O., Griffiths, M. D., Urbán, R., Farkas, J., Kökönyei, G., Elekes, Z., Demetrovics, Z. (2014). Problematic internet use and problematic online gaming are not the same: Findings from a large nationally representative adolescent sample. Cyberpsychology, Behavior and Social Networking, 17(12), 749–754. doi: 10.1089/cyber.2014.0475

Kusumawardani, S. P. (2015). Game Online Sebagai Pola Perilaku (Studi Deskriptif Tentang Interaksi Sosial Gamers Clash Of Clans Pada Clan Indo Spirit): AntroUnairdotNet Vol. IV (Issue 2).

Lebho, M. A., Lerik, M. D. C., Wijaya, R. P. C., & Littik, S. K. A. (2020). Perilaku Kecanduan Game Online Ditinjau dari Kesepian dan Kebutuhan Berafiliasi pada Remaja. Journal of Health and Behavioral Science, 2(3), 202–212. https://doi.org/10.35508/jhbs.v2i3.2232

Lee, I., Yu, C. Y., & Lin, H. (2007). Leaving a never ending game: Quitting MMORPGs and online gaming addiction. Proceedings of DiGRA Conference, 211–217.

Livingstone, S., Haddon, L., Görzig, A., & Ólafsson, K. (2011). Risks and safety on the internet: The perspective of European children. Full Findings. LSE, London: EU Kids Online.

Lukita, J., William, W., Sumadikarya, I. K., & Rumiati, F. (2020). Korelasi Internet Gaming Disorder terhadap Kualitas Tidur Mahasiswa Fakultas Kedokteran UKRIDA Tahun Ajaran 2018/2019. Jurnal Kedokteran Meditek, 26(1), 8–15. https://doi.org/10.36452/jkdoktmeditek.v26i1.1777

Marlaokta, M., & Mutiara, R. (2019). Dampak Internet Gaming Disorder terhadap Status Kognitif dan Perilaku Psikopatologis. Jurnal Keperawatan Jiwa, 7(3), 333.

Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Journal Cyberpsychology, Behavior, and Social Networking, 13(3), 313-316. doi: 10.108 9=cyber.2009.0229

Necka, E. (2015). Self-Control Scale AS-36: Construction and validation study. Polish Psychological Bulletin. 46(3): 488-497.

Ngafifi, M. (2014). Kemajuan Teknologi Dan Pola Hidup Manusia Dalam Perspektif Sosial Budaya. Jurnal Pembangunan Pendidikan: Fondasi Dan Aplikasi, 2(1), 33–47. https://doi.org/10.21831/jppfa.v2i1.2616

Novrialdy, E. (2019). Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya. Buletin Psikologi, 27(2), 148. https://doi.org/10.22146/buletinpsikologi.47402

Pasaribu, S. (2019). Hubungan Konsep Diri Dan Dukungan Sosial Teman Sebaya dengan Interaksi Sosial Mahasiswa. Jurnal Analitika Magister Psikologi UMA, 8(1), 64–78. ojs.uma.ac.id

Peeters, M., Koning, I., & van den Eijnden, R. (2018). Predicting Internet Gaming Disorder symptoms in young adolescents: A one-year follow-up study. Computers in Human Behavior, 80, 255–261. https://doi.org/10.1016/j.chb.2017.11.008

Petrides, K. V., & Furnham, A. (2000). On the dimensional structure of emotional intelligence. Personality and Individual Differences, 29(2), 313–320. Retrieved from www.elsevier.com/locate/paid

Prawesti, I., & Sari, I. Y. (2021). Internet Gaming Disorder (Igd) Pada Mahasiswa Ditinjau Dari Kriteria Diagnostic and Statistical Manual of Mental Disorders V (Dsm V) Di Masa Pandemi Covid-19. Jurnal Keperawatan Sriwijaya, 8(2), 66–70.

Putri, A. D., & Halimah, L. (2015). Pengaruh Kecemasan Sosial terhadap IGD pada Remaja. 485–491.

Rahayuningrum, D. C., Putit, Z., & Erwina, I. (2019). Hubungan Motivasi Bermain Game Online Dan Dukungan Sosial Teman Sebaya Dengan Adiksi Game Online Pada Remaja di SMPN Kota Padang. Jurnal Kesehatan Medika Saintika, 10(1), 115.

Ramdhani, R. A., & Rinaldi. (2020). Hubungan Sensation Seeking Dengan Kecanduan Game Online pada Mahasiswa Pemain Game PUBG. Jurnal Riset Psikologi, 1, 1–12.

Rudianto, N. P., Aspin, A., & Pambudhi, Y. A. (2020). Hubungan Antara Kontrol Diri Dengan Kecanduan Game Online Pada Dewasa Awal Di Desa Mondoke. Jurnal Sublimapsi, 1(1). https://doi.org/http://dx.doi.org/10.36709/sublimapsi.v1i1.10733

Ruli, E. (2020). Tugas Dan Peran Orang Tua Dalam Mendidk Anak. Jurnal Edukasi Nonformal, 1(1), 143–146. https://ummaspul.e-journal.id/JENFOL/article/view/428

Sekarningrum, H. R. V., & Nugrahanta, G. A. (2020). Menumbuhkan Karakter Kontrol Diri Anak Melalui Permainan Tradisional. CV. Resitasi Pustaka

Santoso, T. W., Sugiharto, D., & Suharso. (2013). Perilaku Kecanduan Permainan Internet dan Faktor Penyebabnya pada Siswa Kelas VIII. Indonesian Journal of Guidance and Counseling: Theory and Application, 2(2), 59–63.

Santrock, J. W. (2007). Remaja. Jakarta: Erlangga

Setiadie, I. R., & Diantina, F. P. (2020). Pengaruh Motif Gaming terhadap Perilaku Kecanduan Game Online pada Komunitas E-Sports Bandung. Prosiding Psikologi, 224–229.

Smart, A. (2010) Cara cerdas mengatasi anak kecanduan game. Jogjakarta: A Pluss Books.

Snodgrass JG, Lacy MG, Dengah HJF, Eisenhauer S, Batchelder G, Cookson RJ (2014). A Vacation from Your Mind: Problematic Online Gaming is a Stress Response. Computers in Human Behavior: 248-60.

S. Sarwono (2008), Psikologi Remaja, Edisi Revi. PT. Raja Grafindo Persada.

Suki, N.M., & Suki, N.M. (2017). Determinants Influencing student’s experientialmotives and intentions to play online games.Journal of Computational andTheoretical Nanoscience. 23(8): 7351-7354.

Sukindro, S. Y., & Kaloeti, D. V. S. (2022). Hubungan Antara Internet Escapism Dan Kecenderungan Kecanduan Internet Dengan Resiliensi Online Sebagai Moderator Pada Remaja Di Sma N 4 Kota Bekasi. Jurnal EMPATI, 11(2), 115–121. https://doi.org/10.14710/empati.2022.34435

Swing, E. L., Gentile, D. A., Anderson, C. A., & Walsh, D. A. Television and video game exposure and the development of attention problems. Pediatrics 2010; 126: 214-221.

Tangney, J.P., Baumeister, R.F., & Boone, A.L. (2004). High self-control predicted good adjustment, less pathology, better grade, and interpersonal success. Journal of Personality, 72(2), 271-324.

Tias, E., Liza, R. G., & Sahputra, R. E. (2021). Hubungan Stres dengan Tingkat Kecanduan Game Online pada Siswa SMPN 5 Padang. Jurnal Ilmu Kesehatan Indonesia, 2(1), 157–163. https://doi.org/10.25077/jikesi.v2i1.170

Tiwa, J. R., Palandeng, O., & Bawotong, J. (2019). Hubungan Pola Asuh Orang Tua Dengan Kecanduan Game Online Pada Anak Usia Remaja di Sma Kristen Zaitun Manado. Jurnal Keperawatan, 7(1), 1–7. https://doi.org/10.35790/jkp.v7i1.24339

Triswahyuning, I. (2019) Kecanduan Game Online Siswa SMA Negeri 1 Gurah

Tobing, S. P. L, Arneliwati, A., & Nopriadi, N. (2022). Hubungan Tingkat Pengetahuan Orangtua Tentang Internet Gaming Disorder Dengan Peran Orangtua Dalam Mencegah Internet Gaming Disorder Pada Anak Usia Sekolah. JUKEJ: Jurnal Kesehatan Jompa, 1(1), 20–28. https://doi.org/10.55784/jkj.vol1.iss1.127

Tzavela, E. C., Karakitsou, C., Halapi, E., & Tsitsika, A. K. (2017). Adolescent digital profiles: A process-based typology of highly engaged internet users. Computers in Human Behavior, 69, 246–255. https://doi.org/10.1016/j.chb.2016.11.03

Ulfa Mimi, T. (2017) “Pengaruh Kecanduan Game Online terhadap Perilaku Remajadi Mabes Game Center Jalan Hr. Subrantas Kecamatan Tampan Pekanbaru”. Vol. IV. Disertasi. Pekanbaru : Fakultas Ilmu Sosial dan Politik, Universitas Riau

Utami, T. W., & Nurhayati, F. (2019). Kecanduan Internet Berhubungan Dengan Interaksi Sosial Remaja. Jurnal Keperawatan Jiwa, 7(1), 33. https://doi.org/10.26714/jkj.7.1.2019.33-38

Yee, N. (2006). Motivations for Play in Online Games. Journal of Cyberpsychology and Behavior, 9, 772–775. https://doi.org/10.1089/cpb.2006.9.772.

Wan, S.C., & Chiou, W.B. (2006). Why are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan. Journal of Cyber Psychology & Behavior. 9(6).

Warmelink, H. J. G., Harteveld, C., & Mayer, I. S. (2009). Press enter or escape to play: Deconstructing escapism in multiplayer gaming. Proceedings of Digital Games Research Association (DiGRA), 1–9. New Ground: Innovation in Games, Play, Practice and Theory

Zulfitria. (2017). Pola Asuh Orang Tua Dalam Penggunaan Smartphone Pada Anak Sekolah Dasar. Jurnal Ilmiah PGSD 1 (2) : 2579-6151