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Journal : JURNAL TEKNOLOGI INFORMASI

Hubungan Antara Self-Regulation Dengan Kecenderungan Adiksi Game Online Pada Mahasiswa Fakultas Teknologi Informasi Universitas Kristen Satya Wacana aprilia tri prasetiani; Margaretta Erna Setianingrum
JURNAL TEKNOLOGI INFORMASI Vol 6, No 1 (2020): Jurnal Teknologi Informasi
Publisher : Universitas Respati Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52643/jti.v6i1.635

Abstract

ABSTRAKPenelitian ini bertujuan untuk mengetahui adanya hubungan negatif antara self-regulation dengan kecenderungan adiksi terhadap game online pada mahasiswa Fakultas Teknologi Informasi Universitas Kristen Satya Wacana. Teknik sampling yang digunakan purposive sampling. Jumlah sampel yang diambil ada 95 orang. Metode pengumpulan data pada variable adiksi game online berupa Game Addiction Scale yang diadopsi dari teori Griffths dan Davies (2004) yang menggambarkan adanya ketergantungan terhadap game online pada mahasiswa berdasarkan kriteria DSM IV dengan mengembangkan tujuh aspek diantaranya: Sailience, Tolerance, Mood Modification, Relapse, Withdrawal Symptoms, Conflict, dan Problems. Pada variable self-regulation menggunakan Self Regulation Quesionaire (SRQ) dari Brown, Millier, dan Lawendowski (1999). Hasil penelitian ini diperoleh nilai korelasi product moment rxy = -0.545 ; p = 0.00 (p < 0,05) yang berarti terdapat hubungan negatif dan signifikan antara self-regulation terhadap kecenderungan adiksi game online pada mahasiswa Fakultas Teknologi Informasi Universitas Kristen Satya Wacana.Kata kunci: kecenderungan adiksi game online, self-regulation. ABSTRACTThis study aims to investigate the relationship between self-regulation with a tendency to addiction to online games in the satyawacanachristian university faculty student information technology. The number of samples were 95 people. Methods of data collection in the from of online gaming addiction variable Game Addiction Scale, which was adopted from the theory of Griffths and Davies (2004) which describes the dependence on online game on to student based on DSM IV criteria by developing seven aspects including: Sailience, Tolerance, Mood Modification, Relapse, Withdrawal Symptoms, Conflict, and Problems. In the variable self-regulation using Self Regulation Quesionaire (SRQ) from Brown, Millier, and Lawendowski (1999).The results of this study showed the value of the product moment correlations rxy= -0.545 ; p = 0.00 (p < 0,05), which means there is a negative and significant relationships between self-regulation on the trend of online gaming addiction in satya wacana christian university information technology faculty students.          Keyword: the trend online gaming addiction, self regulation.