Regulasi Diri terhadap Gangguan Perilaku Internet Gaming

  • Inta Susanti Universitas Airlangga
  • Budi Utomo Universitas Airlangga
  • Makhfudli Makhfudli Universitas Airlangga

Abstract

This study aims to determine the effect of self-regulation on internet gaming behavior. The method used is a systematic review of seven databases (Scopus, Sage, ScienceDirect, CINAHL, ProQuest, Cambridge, Pubmed) published from 2017 to 2020. The results show that there is a significant relationship between self-regulation and internet gaming behavior disorders. Low regulation was associated with more excellent reports of impaired internet gaming behavior, self-regulation directly impacting internet gaming behavior, or mediator between determinants and internet gaming behavior. Self-development strategies, self-monitoring interventions and self-instruction strategies are the dominant types of self-regulation techniques for some studies. In conclusion, the intervention of increasing self-regulation can prevent internet gaming behavior disorder.

Keywords: Online Game, Internet Gaming Disorder, Internet Gaming Behavior, Self Regulation

References

Bhagat, S., Jeong, E. J., & Kim, D. J. (2020). The Role of Individuals’ Need for Online Social Interactions and Interpersonal Incompetence in Digital Game Addiction. International Journal of Human-Computer Interaction, 36(5), 449–463. https://doi.org/10.1080/10447318.2019.1654696

Bramadan, H. (2021). Kontribusi Regulasi Diri terhadap Kecanduan Game Online pada Mahasiswa yang Bermain Game Online X di Kota Padang. Socio Humanus, 3(1), 12–22. http://ejournal.pamaaksara.org/index.php/sohum%0A

Carras, M. C., Carras, M., & Labrique, A. B. (2020). Stakeholders’ Consensus on Strategies for Self-and Other-Regulation of Video Game Play: A Mixed Methods Study. International Journal of Environmental Research and Public Health, 17(11), 1-14. https://doi.org/10.3390/ijerph17113846

Chen, C., Zhang, K. Z. K. K., Gong, X., Lee, M. K. O. (2019). Failure to Decrease the Addictive Usage of Information Technologies: A Theoretical Model And Empirical Examination of Smartphone Game Users. Computers in Human Behavior, 92, 256–265. https://doi.org/10.1016/j.chb.2018.11.025

Chen, Y. L., & Hsu, C. C. (2020). Self-Regulated Mobile Game-Based English Learning in a Virtual Reality Environment. Computers and Education, 154, 1-15. https://doi.org/10.1016/j.compedu.2020.103910

Eissa, M. A., & Khlifa, A. G. (2020). Modeling Self-Regulated Learning: The Mediating Role in the Relationship between Academic Procrastination and Problematic Smartphone Use among Third Year-Middle School Learning Disabled Students. Electronic Journal of Research in Educational Psychology, 18(52), 507–522. https://doi.org/10.25115/EJREP.V18I52.2987

Fam, J. Y. (2018). Prevalence of Internet Gaming Disorder in Adolescents: A Meta-Analysis Across Three Decades. Scandinavian Journal of Psychology, 59(5), 524–531. https://doi.org/10.1111/sjop.12459

Gabbiadini, A., & Greitemeyer, T. (2017). Uncovering the Association Between Strategy Video Games and Self-Regulation: A Correlational Study. Personality and Individual Differences, 104, 129–136. https://doi.org/https://doi.org/10.1016/j.paid.2016.07.041

Jeong, E. J., Ferguson, C. J., & Lee, S. J. (2019). Pathological Gaming in Young Adolescents: A Longitudinal Study Focused on Academic Stress and Self-Control in South Korea. Journal of Youth and Adolescence, 48(12), 2333–2342. https://doi.org/10.1007/s10964-019-01065-4

Juthamanee, S., & Gunawan, J. (2021). Factors Related to Internet and Game Addiction among Adolescents: A Scoping Review. Belitung Nursing Journal, 7(2), 62–71. https://doi.org/10.33546/bnj.1192

Kircaburun, K., Jonason, P. K., & Griffiths, M. D. (2018). The Dark Tetrad Traits and Problematic Online Gaming: The Mediating Role of Online Gaming Motives and Moderating Role of Game Types. Personality and Individual Differences, 135, 298–303. https://doi.org/10.1016/j.paid.2018.07.038

Laato, S., Islam, A. K. M. N., & Laine, T. H. (2020). Did Location-Based Games Motivate Players to Socialize during COVID-19? Telematics and Informatics, 54, 1-12. https://doi.org/10.1016/j.tele.2020.101458

Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018). Internet Gaming Disorder in Children and Adolescents: A Systematic Review. Developmental Medicine and Child Neurology, 60(7), 645–659. https://doi.org/10.1111/dmcn.13754

Prasetiani, A. T., & Setianingrum, M. E. (2020). Hubungan antara Self-Regulation dengan Kecenderungan Adiksi Game Online pada Mahasiswa Fakultas Teknologi Informasi Universitas Kristen Satya Wacana. Jurnal Teknologi Informasi, 7(2), 1–10. https://doi.org/10.52643/jti.v6i1.635

Rho, M. J., Lee, H., Lee, T. H., Cho, H., Jung, D. J., Kim, D. J., & Choi, I. Y. (2018). Risk Factors for Internet Gaming Disorder: Psychological Factors and Internet Gaming Characteristics. International Journal of Environmental Research and Public Health, 15(1), 1–11. https://doi.org/10.3390/ijerph15010040

Wang, Z., Yang, X., & Zhang, X. (2020). Relationships among Boredom Proneness, Sensation Seeking and Smartphone Addiction among Chinese College Students: Mediating Roles of Pastime, Flow Experience and Self-Regulation. Technology in Society, 62, 1-9. https://doi.org/10.1016/j.techsoc.2020.101319

Yu, C., Li, W., Liu, X., & Zhang, W. (2019). School Climate, Loneliness and Problematic Online Game Use among Chinese Adolescents: The Moderating Effect of Intentional Self-Regulation. Frontiers in Public Health, 7, 1-34. https://doi.org/10.3389/fpubh.2019.00090
Published
2021-08-16
How to Cite
Susanti, I., Utomo, B., & Makhfudli, M. (2021). Regulasi Diri terhadap Gangguan Perilaku Internet Gaming. Journal of Telenursing (JOTING), 3(2), 401-410. https://doi.org/https://doi.org/10.31539/joting.v3i2.2334
Abstract viewed = 1 times
pdf downloaded = 1 times