Neuroticism dan kecanduan pada game multiplayer online battle arena
DOI:
https://doi.org/10.22219/cognicia.v10i2.22424Abstract
The increasing popularity of multiplayer online battle arena games that occurred resulted in negative impacts, one of which is internet gaming disorder. Some studies suggest that neuroticism is correlated with internet gaming disorder, but previous studies have provided inconsistent results. Moreover, research related to multiplayer online battle arena games is scarce, regardless of large popularity and community size. This study aims to determine the correlation of neuroticism with internet gaming disorder in multiplayer online battle arena. The sample in this study amounted to 67 online game users consisting of 49 men and 18 women who suffer from internet gaming disorder. Samples were obtained with purposive sampling technique. Data analysis using spearman rank correlation yielded results of r = 0.306 and p = 0.006. This shows that there is a positive correlation between neuroticism and internet gaming disorder. These results are expected to provide information about neuroticism and internet gaming disorder to online game users.
Keywords: Internet gaming disorder, MOBA, neuroticism
Downloads
References
Ahmad, A. (2021). Pengaruh atribusi terhadap kecanduan game online PUBG pada remaja di Makassar. (Skripsi tidak dipublikasikan). Makassar: Universitas Negeri Makassar.
American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorder (5th ed.). American Psychiatric Publishing.
American Society of Addiction Medicine. (2011). Public policy statement: Definition of addiction.
Anandari, D. (2013). Perbedaan kecanduan game online pada remaja laki-laki ditinjau dari persepsi remaja terhadap pola asuh orang tua. (Skripsi tidak dipublikasikan). Makassar: Universitas Negeri Makassar.
Andreassen, C. S., Griffiths, M. D., Gjertsen, S. R., Krossbakken, E., Kvam, S., & Pallesen, S. (2013). The relationships between behavioral addictions and the five-factor model of personality. Journal of Behavioral Addictions, 2(2), 90–99. https://doi.org/10.1556/JBA.2.2013.003
Angraeni, N. (2021). Kenal di Game Free Fire, Bocah 12 Tahun Asal Pinrang Dibawa Kabur Ke Makassar. Tribun Pinrang. https://makassar.tribunnews.com/2021/12/15/kenal-di-game-free-fire-bocah-12-tahun-asal-pinrang-dibawa-kabur-ke-makassar?page=all&_ga=2.263952204.1779622534.1656225992-1636701739.1656225978. Diakses 20 Desember 2021.
Asosiasi Penyelenggara Jasa Internet Indonesia. (2020). Laporan Survei Internet APJII 2019 – 2020 (Q2). Indonesia Survey Centre.
Borsa, J. C., Damásio, B. F., & Bandeira, D. R. (2012). Cross-cultural adaptation and validation of psychological instruments: Some considerations. Paidéia (Ribeirão Preto), 22(53), 423–432.
Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406–412. https://doi.org/10.1016/j.chb.2015.09.041
Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52(2), 133–138. https://doi.org/10.1016/j.paid.2011.09.015
Dahlan, N. (2017). Pengaruh teknik self-management dalam mengatasi siswa yang mengalami kecanduan game online di SMP Negeri 17 Makassar. Jurnal Al-Qalam, 23(1), 116–121. http://dx.doi.org/10.31969/alq.v23i1.377
Dancey, C., & Reidy, J. (2017). Statistics without math for psychology (7th ed.). Pearson Education Limited.
do Nascimento Silva, V., & Chaimowicz, L. (2017). MOBA: A new arena for game ai. ArXiv E-Prints, arXiv-1705.
Eskasasnanda, I. D. P. (2017). Causes and Effects of Online Video Game Playing among Junior-Senior High School Students in Malang East Java. Komunitas: International Journal of Indonesian Society and Culture, 9(2), 191–202. https://doi.org/10.15294/komunitas.v9i2.9565.
Ferry, L. (2020). Jumlah player Aktif FF, PUBG, dan Mobile Legends, Siapa Terbanyak? Ggwp. https://ggwp.id/media/esports/esports-lain/jumlah-player-aktif-free-fire-mobile-legends-pubg. Diakses 13 Juli 2021.
Gervasi, A. M., La Marca, L., Costanzo, A., Pace, U., Guglielmucci, F., & Schimmenti, A. (2017). Personality and internet gaming disorder: A systematic review of recent literature. Current Addiction Reports, 4(3), 293–307. https://10.1007/s40429-017-0159-6.
Jap, T., Tiatri, S., Jaya, E. S., & Suteja, M. S. (2013). The Development of Indonesian Online Game Addiction Questionnaire. PLoS ONE, 8(4), e61098. https://doi.org/10.1371/journal.pone.0061098
Jennaroka. (2021). Kecanduan Game Online, 3 Nelayan di Makassar Nekat Mencuri Untuk Beli Chips Domino Highlands. Pedoman Rakyat. https://pedomanrakyat.com/kecanduan-game-online-3-nelayan-di-makassar-nekat-mencuri-untuk-beli-chips-domino-highlands/. Diakses pada 1 Agustus 2021.
Kardefelt-Winther, D. (2014). A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Computers in Human Behavior, 31, 351–354. https://doi.org/10.1016/j.chb.2013.10.059
Kwon, S., & Weed, N. (2007). Neuroticism. Dalam R. F. Baumeister & K. D. Vohs (Eds.), Encyclopedia of Social Psychology (pp. 618 -620). California: Sage Publication.
Lehenbauer-Baum, M., & Fohringer, M. (2015). Towards classification criteria for internet gaming disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players. Computers in Human Behavior, 45, 345–351. https://doi.org/10.1016/j.chb.2014.11.098
Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The Internet Gaming Disorder Scale. Psychological Assessment, 27(2), 567–582. https://doi.org/10.1037/pas0000062
Li, H., Zou, Y., Wang, J., & Yang, X. (2016). Role of Stressful Life Events, Avoidant Coping Styles, and Neuroticism in Online Game Addiction among College Students: A Moderated Mediation Model. Frontiers in Psychology, 7. https://doi.org/10.3389/fpsyg.2016.01794
Li, S. (2021). Emotion States in Video Game Play: A Study on the Emotional Exhibition of 18-30 Years Old Americans within MOBA Game. 1710–1714.
Lukman. (2020). Pengaruh kontrol diri terhadap kecanduan game online PUBG. (Skripsi tidak dipublikasikan). Makassar: Universitas Negeri Makassar.
Marciano, L., Camerini, A.-L., & Schulz, P. J. (2020). Neuroticism in the digital age: A meta-analysis. Computers in Human Behavior Reports, 2, 100026. https://doi.org/10.1016/j.chbr.2020.100026
McCrae, R. R., & Costa Jr, P. T. (1997). Personality trait structure as a human universal. American Psychologist, 52(5), 509.
Mora-Cantallops, M., & Sicilia, M.-Á. (2018). MOBA games: A literature review. Entertainment Computing, 26, 128–138. https://doi.org/10.1016/j.entcom.2018.02.005
Müller, K. W., Beutel, M. E., Egloff, B., & Wölfling, K. (2013). Investigating Risk Factors for Internet Gaming Disorder: A Comparison of Patients with Addictive Gaming, Pathological Gamblers and Healthy Controls regarding the Big Five Personality Traits. European Addiction Research, 20(3), 129–136. https://doi.org/10.1159/000355832
Mustafa, F. (2021). Pemuda di Makassar Nekat Curi Sembako karena Kecanduan Game Online. Makassar Sindonews. https://makassar.sindonews.com/read/338180/710/pemuda-di-makassar-nekat-curi-sembako-karena-kecanduan-game-online-1613552549. Diakses pada 29 Maret 2021.
Nasruddin, M. (2019). Anak-Anak di Makassar Kerap Kecanduan Game Online, Ini Upayanya. Makassar Terkini. https://makassar.terkini.id/anak-anak-di-makassar-kerap-kecanduan-game-online-ini-upayanya/. Diakses pada 29 Maret 2021.
Nurmagandi, B., & Hamid, A. Y. S. (2020). Predisposing factors associated with online gaming addiction: A systematic review. Jurnal Profesi Medika: Jurnal Kedokteran Dan Kesehatan, 14(1). ISSN: 0216-3438.
Nuswantari, E. (2019). Kecanduan game online (Studi eksploratif pada mahasiswa psikologi Universitas Negeri Makassar). (Skripsi tidak dipublikasikan. Makassar: Universitas Negeri Makassar.
Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137–143. https://doi.org/10.1016/j.chb.2014.12.006
Pramono, M. F., Renalda, K., & Warnars, H. L. H. S. (2018). Matchmaking problems in MOBA Games. Indonesian Journal of Electrical Engineering and Computer Science, 11(3), 908–917. https://doi.org/10.11591/ijeecs.v11.i3.pp908.917.
Pratnyawan, A., & Rachmanta, R. D. (2021). Sebaran Pemain Mobile Legends di Indonesia, Terbanyak di Pulau Ini. Suara. https://www.suara.com/tekno/2021/08/12/142903/sebaran-pemain-mobile-legends-indonesia-terbanyak-di-pulau-ini. Diakses pada 23 Agustus 2021.
Putri, N. F. R., & Prasetyaningrum, S. (2018). The relationship between self-control with intensity of playing online games on the school children. Journal Psikodimensia, 17(2), 120–134. https://doi.org/10.24167/psidim.v17i2.1636
Qin, L., Cheng, L., Hu, M., Liu, Q., Tong, J., Hao, W., Luo, T., & Liao, Y. (2020). Clarification of the Cut-off Score for Nine-Item Internet Gaming Disorder Scale–Short Form (IGDS9-SF) in a Chinese Context. Frontiers in Psychiatry, 11, 470. https://doi.org/10.3389/fpsyt.2020.00470
Ramadhan, S. (2021). Kasus Penculikan Anak di Makassar, Hasil Kejahatan Untuk Game Online. Sulsel Idn Times. https://sulsel.idntimes.com/news/sulsel/sahrul-ramadan-1/kasus-penculikan-anak-di-makassar-hasil-kejahatan-untuk-game-online. Diakses pada 14 September 2021.
Şalvarlı, Ş. İ., & Griffiths, M. D. (2019). Internet Gaming Disorder and Its Associated Personality Traits: A Systematic Review Using PRISMA Guidelines. International Journal of Mental Health and Addiction, 19(5), 1420–1442. https://doi.org/10.1007/s11469-019-00081-6
Saputra, R., Iqbal, B. M., & Komarudin. (2017). Stress Emotion Evaluation in Multiplayer Online Battle Arena (MOBA) Video Game Related to Gaming Rules Using Electroencephalogram (EEG). Proceedings of the 2017 4th International Conference on Biomedical and Bioinformatics Engineering, 74–77. https://doi.org/10.1145/3168776.3168797
Suplig, M. A. (2017). Pengaruh kecanduan game online siswa SMA kelas X terhadap kecerdasan sosial sekolah kristen swasta di Makassar. Jurnal Jaffray, 15(2), 177–200. https://ojs.sttjaffray.ac.id/JJV71/article/view/261/pdf_161.
Tyack, A., Wyeth, P., & Johnson, D. (2016). The Appeal of MOBA Games: What Makes People Start, Stay, and Stop. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 313–325. https://doi.org/10.1145/2967934.2968098
Umar, A. F. R., & Ningsih, Y. T. (2020). Perbedaan Kecanduan Game Online Ditinjau dari Big Five Personality pada Mahasiswa yang Bermain Game Online X di Kota Padang. Jurnal Pendidikan Tambusai, 4(3), 2462–2468. https://doi.org/10.31004/jptam.v4i3.730.
Wang, C.-W., Ho, R. T. H., Chan, C. L. W., & Tse, S. (2015). Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: Trait differences for gaming addiction and social networking addiction. Addictive Behaviors, 42, 32–35. https://doi.org/10.1016/j.addbeh.2014.10.039
Wei, L., Zhang, S., Turel, O., Bechara, A., & He, Q. (2017). A tripartite neurocognitive model of internet gaming disorder. Frontiers in Psychiatry, 8(285), 1-11. https://10.3389/fpsyt.2017.00285.
Zafran, A. (2021). Demi Beli Chips Higgs Domino Island, Barista di Makassar Curi Uang di Tempat Kerjanya. Pedoman Rakyat. https://pedomanrakyat.com/demi-beli-chip-higgs-domino-island-barista-di-makassar-curi-uang-di-tempat-kerjanya/. Diakses pada 29 Maret 2021.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2022 Edy Surahman, Lukman Lukman, Muh. Nur Hidayat Nurdin
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Jurnal Cognicia agree to the following terms:
- For all articles published in Jurnal Cognicia, copyright is retained by the authors. Authors give permission to the publisher to announce the work with conditions. When the manuscript is accepted for publication, the authors agree to automatic transfer of the publishing right to the publisher.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published wor (See The Effect of Open Access).
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License