Kesepian Sebagai Mediator Antara Dukungan Sosial dengan Kecenderungan Adiksi Video Game pada Anak

(Submitted 20 November 2020) (Published 28 Februari 2021)

  • Handini Hardianti Fakultas Psikologi, Universitas Gadjah Mada, Indonesia
  • Supra Wimbarti Fakultas Psikologi, Universitas Gadjah Mada

Abstract

Bermain adalah kebutuhan bagi anak, meskipun saat ini memainkan video game lebih banyak diminati dibanding permainan tradisional. Kemudahan untuk mengakses permainan video game yang berlebihan dapat mengakibatkan munculnya masalah. Penelitian ini bertujuan untuk mengetahui hubungan antara rendahnya dukungan sosial offline dan kecenderungan adiksi video game dimediasi oleh kesepian pada anak usia akhir. Penelitian ini dilakukan dengan metode survei yang melibatkan 308 anak dengan rentang usia 9-12 tahun. Analisis menggunakan regresi berganda dan SEM berdasarkan komponen. Hasil penelitian ini menunjukkan bahwa semakin rendah dukungan sosial offline berpengaruh terhadap meningkatnya kesepian secara langsung. Anak dengan dukungan sosial offline yang rendah berdampak pada meningkatnya kecenderungan adiksi video game secara langsung, namun begitu anak yang merasa kesepian tidak berpengaruh pada kecenderungan adiksi video game yang tinggi. Hipotesis pada penelitian ini ditolak, yaitu kesepian tidak berperan sebagai mediator dalam hubungan antara rendahnya dukungan sosial offline dan kecenderungan adiksi video game dengan koefisien tak langsung sebesar -0.066 (sig > 0.05), namun kesepian dan rendahnya dukungan sosial offline berperan sebagai variabel prediktor terhadap kecenderungan adiksi video game dengan sumbangan efektif sebesar 10.3%. Artinya bahwa semakin anak merasa kesepian dan mendapat dukungan sosial offline yang rendah, semakin tinggi kecenderungannya menjadi adiksi video game.

Keywords: dukungan sosial offline, kecendrungan adiksi, kesepian

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Published
2021-02-28
Section
Articles
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