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HUBUNGAN SELF-ESTEEM DENGAN ADIKSI GAME ONLINE PADA REMAJA KOTA YOGYAKARTA

FAYARANI YULIANDINI, Heru Subekti, S.Kep., Ns., MPH.; Azam David Saifullah, S.Kep., Ns., M.Sc.

2020 | Skripsi | S1 ILMU KEPERAWATAN

Latar Belakang: Perkembangan game online yang semakin popular kian menjadi perhatian khalayak ketika ia menjadi suatu perilaku adiktif. Sebagai akibatnya timbul beberapa dampak negatif dari perilaku ini. Beberapa literatur menyebutkan self-esteem yang rendah merupakan salah satu karakteristik pada remaja yang menjadikan mereka rentan terhadap perilaku adiktif, termasuk dalam penggunaan game online. Tujuan Penelitian: Mengetahui hubungan antara self-esteem dengan adiksi game online pada remaja di Kota Yogyakarta Metode: Jenis penelitian ini adalah analitik korelasional dengan rancangan cross-sectional. Sampel adalah remaja Kota Yogyakarta yang duduk di bangku SMP dan SMA sebanyak 429 remaja. Sampel diambil dengan teknik consecutive sampling. Uji korelasi Gamma digunakan untuk mengetahui hubungan self-esteem dengan adiksi game online. Hasil: Mayoritas responden memiliki self-esteem normal (77,6%) dan tidak mengalami adiksi game online sebanyak (82,5%). Uji korelasi Gamma menunjukkan tidak adanya hubungan bermakna antara self-esteem dengan adiksi game online yang ditunjukkan dengan taraf signifikansi ,482 (p>,05). Kesimpulan: Tidak terdapat hubungan signifikan antara self-esteem dengan adiksi game online.

Background: The development of online games which is progressively popular is becoming the attention of the public when it becomes an addictive behavior. As a result, several negative effects of this behavior arise. Some literature states that low self-esteem is one of the characteristics of adolescents that makes them vulnerable to addictive behavior, including the use of online games Objective: The purpose of this study is to examines the relationship between self-esteem and online game addiction in adolescence in the city of Yogyakarta Methods: This type of research is a correlational analytic cross-sectional design. Samples were 429 adolescence in Yogyakarta City who were in junior and senior high school. Samples were taken by consecutive sampling technique. The Gamma test is used to determine the relationship of self-esteem with online game addiction. Results: The majority of respondents have normal self-esteem (77,6%) and do not experience online gaming addiction (82,5%). The Gamma test showed there was no significant relationship as indicated by the significance level ,482 (p > ,05). Conclusion: There is no significant relationship between self-esteem and online game addiction.

Kata Kunci : self-esteem, adiksi game online, remaja

  1. S1-2020-393690-abstract.pdf  
  2. S1-2020-393690-bibliography.pdf  
  3. S1-2020-393690-tableofcontent.pdf  
  4. S1-2020-393690-title.pdf