Analisis fenomena dan intervensi gangguan bermain game daring internet gaming disorder pada siswa

Abstract

Internet Gaming Disorder (IGD) has emerged as a significant mental health concern among adolescent students, with prevalence rates varying from 0.7% to 27.5% globally.  This study aimed to comprehend-sively describe IGD tendencies among students in urban public schools, identify the most prominent IGD dimensions, and formulate evidence-based implications for guidance and counseling interventions. A quantitative descriptive study was conducted involving 350 high school students from three urban public schools in West Sumatra, selected through simple random sampling. Data were collected using a standardized six-dimension IGD questionnaire measuring Salience, Tolerance, Mood Modification, Withdrawal, Relapse, and Conflict.The findings revealed that 45.7% of students exhibited moderate IGD tendencies, with only 5.7% in the very low category. The most prominent dimensions were Tolerance (75.0% in moderate-to-high categories) and Relapse (49.0% in moderate category), reflecting significant difficulties in controlling gaming duration and strong urges to resume gaming after cessation attempts. Maternal employment status (65.7% working mothers) potentially contributed to reduced parental supervision.IGD tendencies among urban public school students represent a significant risk requiring urgent intervention. School counseling services must implement comprehensive prevention programs incorporating self-control enhancement, family involvement, and evidence-based group counseling approaches.

Keywords
  • Internet gaming disorder
  • Analisis fenomena
  • Intervensi konseling
References
  1. Ambreen, F., Fatima, A., & Amin, R. (2024). Internet Gaming Disorder and Aggression: A CrossSectional Study [Article]. Addicta: the Turkish Journal on Addictions, 11(2), 217-225. https://doi.org/10.5152/ADDICTA.2024.24015
  2. APA. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed). American Psychiatric Publishing.
  3. APJII. (2022). Profil Internet Indonesia 2022. Asosiasi Penyelenggara Jasa Internet Indonesia.
  4. Bailey, K., Propp, A., & Alonso, M. (2024). Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic. Healthcare, 12(23), 2471. https://www.mdpi.com/2227-9032/12/23/2471
  5. Blessica, C., Tjandra, M., & Wianto, E. (2023). Perancangan Animasi Edukasi tentang Penyuluhan Fenomena Internet Gaming Disorder (IGD) pada Remaja di Indonesia. Sosial Humaniora dalam Perspektif Seni Rupa dan Desain, 13.
  6. Bonnaire, C., & Phan, O. (2017). Relationships between parental attitudes, family functioning and Internet gaming disorder in adolescents attending school. Psychiatry Research, 255, 104-110.
  7. Cho, H., Kwon, M., Choi, J.-H., Lee, S.-K., Choi, J. S., Choi, S.-W., & Kim, D.-J. (2014). Development of the Internet addiction scale based on the Internet Gaming Disorder criteria suggested in DSM-5. Addictive Behaviors, 39(9), 1361-1366. https://doi.org/https://doi.org/10.1016/j.addbeh.2014.01.020
  8. Choi, S.-W., Kim, H., Kim, G.-Y., Jeon, Y., Park, S., Lee, J.-Y., Jung, H., Sohn, B., Choi, J.-S., & Kim, D.-J. (2014). Similarities and differences among Internet gaming disorder, gambling disorder and alcohol use disorder: A focus on impulsivity and compulsivity. Journal of Behavioral Addictions, 3(4), 246-253. https://doi.org/https://doi.org/10.1556/jba.3.2014.4.6
  9. González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L., Montero, E., & Ribas, J. (2018). Association between internet gaming disorder or pathological video-game use and comorbid psychopathology: A comprehensive review. International Journal of Environmental Research and Public Health, 15(4), 668.
  10. Griffiths, M., & Davies, M. (2005). Video game Addiction: Does It Exist?. J. Goldstein, J. Raessens (Ed.), Handbook Of Computer Game Studies. In: Boston: MIT Pres.
  11. Hepilita, Y., & Gantas, A. A. (2018). Hubungan durasi penggunaan media sosial dengan gangguan pola tidur pada anak usia 12 sampai 14 tahun di SMP negeri 1 Langke Rembong. Wawasan Kesehatan, 3(2), 78-87.
  12. Ifdil, I., Khairati, A., Syahputra, Y., Fadli, R. P., Zola, N., & Bakar, A. Y. A. (2024). Development of the Indonesian Version of the Internet Gaming Disorder Scale (ID-IGDS). Islamic Guidance and Counseling Journal, 7(2).
  13. Khairati, A., & Ifdil, I. (2024). Description of internet gaming disorder in students. COUNS-EDU: The International Journal of Counseling and Education, 9(3), 1-12.
  14. Khairunnisa, A. (2013). Hubungan religiusitas dan kontrol diri dengan perilaku seksual pranikah remaja di MAN 1 Samarinda. Psikoborneo: Jurnal Ilmiah Psikologi, 1(3).
  15. Khoiriyah, S. (2024). Digitalisasi permainan: Dampak dan tren pergeseran dari permainan tradisional ke dunia digital. Sinar Dunia: Jurnal Riset Sosial Humaniora dan Ilmu Pendidikan, 3(4), 320-333.
  16. Király, O., Billieux, J., King, D. L., Urbán, R., Koncz, P., Polgár, E., & Demetrovics, Z. (2022). A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI). Journal of Behavioral Addictions, 11(3), 796-819. https://doi.org/https://doi.org/10.1556/2006.2022.00048
  17. Laird, R. D., Marks, L. D., & Marrero, M. D. (2011). Religiosity, self-control, and antisocial behavior: Religiosity as a promotive and protective factor. Journal of Applied Developmental Psychology, 32(2), 78-85.
  18. Pontes, H. M., & Griffiths, M. D. (2014). Assessment of internet gaming disorder in clinical research: Past and present perspectives. Clinical Research and Regulatory Affairs, 31(2-4), 35-48.
  19. 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 [Article]. International Journal of Environmental Research and Public Health, 15(1), Article 40. https://doi.org/10.3390/ijerph15010040
  20. Rondo, A. A. A., Wungouw, H. I., & Onibala, F. (2019). Hubungan Kecanduan Game Online Dengan Perilaku Agresif Siswa Di Sma N 2 Ratahan. Jurnal keperawatan, 7(1), 1-8.
  21. Sari, Y. (2021). Hubungan antara kematangan emosi dan religiusitas dengan penyesuaian diri pada mahasiswa perantau di asrama daerah mahasiswa Yogyakarta. Indonesian Psychological Research, 3(2), 75-81.
  22. Stevens, M. W., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6), 553-568.
  23. Young, K. S. (2007). Cognitive behavior therapy with Internet addicts: treatment outcomes and implications. CyberPsychology & Behavior, 10(5), 671-679.