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THE EFFECT OF SELF ESTEEM AND
SENSATION SEEKING ON ONLINE GAMES
ADDICTION IN EARLY ADOLESCENTS
st nd rd
1 Natris Idriyani 2 Andina Fajar Mustaqimah 3 Siti Maryam Mubarokah
Psychology Departement Psychology Departement Psychology Departement
UIN Syarif Hidayatullah UIN Syarif Hidayatullah UIN Syarif Hidayatullah
Jakarta, Indonesia Jakarta, Indonesia Jakarta, Indonesia
natris.idriyani@uinjkt.ac.id andinafajar160223ra@gmail.com sitimaryammubarokah07329@gmail.com
Abstract— This study aims to examine the effect of self- In addition, online game addiction can also cause mental
esteem and sensation seeking on online game addiction in early disorders. As was the case in kompas.com news downloaded
teens. This research was conducted because of the rampant on (10/18/19) that dozens of students in Surakarta ranging
phenomenon of online game addiction among teenagers from elementary school (SD) to high school (SMA) grade 1
recently.This study uses a quantitative approach with multiple experienced mental disorders due to addiction to playing
regression analysis. A sample of 230 adolescents in the Greater online games (Zamani). , 2019). An interesting thing
Jakarta area were taken using a non-probability sampling happened, the student played online games without a break
technique, namely purposive sampling. The author modifies because he agreed to the challenge of his friends to play the
the measuring instrument used, namely Game Addiction Scale online game.
Adolescence (GASA), Sensation Seeking Scale (SSS V), and
Self-Liking and Self-Competence Questionnaires (SLSC) to Judging from previous studies, there are several factors
measure self-esteem. The results showed that there was a that influence online game addiction, namely attention, peer
significant effect between self-esteem and sensation seeking on pressure, perceived social support, gender, depression, self-
online game addiction. As for the effect of self-esteem 68.5%. esteem, daily life satisfaction, age, sensation seeking, trait
The dimensions of sensation seeking that have a significant and state anxiety, and neuroticism. The results of a survey
effect are experience seeking, boredom susceptibility and conducted by researchers on 10 teenagers, the factors that
disinhibition, and for self-esteem there is self competence, influence their addiction to online games are peer pressure,
which has a significant effect on online game addiction. sensation seeking, self-esteem, and demographic factors (age
Keywords— Self esteem, sensation seeking, online and gender).
game addiction and early adolescence The majority of online game addictions are teenagers.
I. INTRODUCTION Adolescence according to Hurlock (1980) is a period of
transition from the childhood stage to the adult stage which
According to Lemmens, Valkenburg and Peter (2009), is characterized by changes in all aspects of a person's
online game addiction is an individual's persistent inability to physical, cognitive, and psychosocial. At this time, there are
control excessive online gaming habits even though it causes many desires that teenagers want to achieve, one of which is
social and emotional problems. DSM-V (2013), states that the desire to try everything, because in general, teenagers
someone with an online game addiction can usually spend 8- have high curiosity. This curiosity makes teenagers tend to
10 hours or more per day and a minimum of 30 hours per want to adventure, explore and try everything they have
week playing online games. But besides that, online games never experienced (Ali & Asrori, 2009). Likewise, sensation
also have a negative impact on users. Playing online games seeking is carried out by adolescents, because sensation
intensely can also cause addiction to users. Online game seeking is a feature that describes the search for sensations,
users can spend their time just playing online games. Playing experiences and sensations that are varied, new, and complex
excessively can of course cause disruption of daily activities, (Zuckerman, in Lin & Tsai, 2002). This thrill-seeking can be
such as (1) not studying, (2) not eating, (3) less socializing done by playing online games.”
with the world around them and (4) even worse if online Based on previous research, it was found that sensation
game users themselves can have an impact on health to seeking has a significant effect on online game addiction
Dead." (Mehroof & Griffiths, 2010). This may be because sensation
The serious addiction to online games will make children seeking is a way for individuals to overcome their boredom,
want to play online games continuously. This can also trigger and online games provide psychological or physiological
crime, as in the case of a gang of teenagers reported by news stimulation and rewards for thrill seekers (Mehroof &
bangka.tribunnews.com, where seven teenagers were Griffiths, 2010).”
desperate to steal laptops because they were addicted to Adolescence is also often known as a period of searching
playing online games. Because they need money to play for identity, by Erikson called ego identity (Bischof, in Ali &
online games. This addiction forces the teenager to act Asrori, 2009). At this time, teenagers are trying to find out
recklessly to fulfill his desire to play online games. Small who they really are. In addition, teenagers also need the need
things that individuals who are desperate can do are like for self-esteem (self-esteem). Self-esteem according to
lying, taking their parents' money without permission and Tafarodi & Swann Jr (2001), is a phenomenon that has two
even stealing." elements of value that are reflected by individuals through
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The 9 International Conference on Cyber and IT Service Management (CITSM 2021)
Bengkulu, September 22-23, 2021
personal competence. According to Sriati and Hernawati 3) Mood Modification: A subjective experience in
(2007), self-esteem is one aspect of personality that has an which people have a bond with the game. The initial
important role and a major influence on individual attitudes dimension is the euphoria of the activity as well as the
and behavior. For example, it can be seen from research emergence of a calming feeling associated with the flight of
conducted by Harter (in Santrock, 2007), which states that feelings.
physical appearance specifically contributes to self-esteem in 4) Withdrawal (regression symptoms): Unpleasant
adolescents. Someone who has self-esteem will be more feelings that arise when no longer playing games. This can
confident, more capable, and more productive. On the other affect a person's physical, feelings and effects between
hand, people who do not have enough self-esteem will tend feelings and physical (such as dizziness, insomnia) or
to feel inferior, insecure, helpless, and even lose their
initiative or thinking impasse (Ali & Asrori, 2009), thus psychological (eg, irritability or moodiness).
making them do negative things, one of which is like playing 5) Relapse (repeat a bad habit): Relapse as a failure
online games to the point of becoming addicted.” due to emotional problems associated with the addiction has
not been treated.
“Individuals who are addicted to online games are 6) Conflict: This is a common factor that accompanies
associated with low self-esteem. This is in accordance with addiction, where stress levels increase due to game use. This
the research conducted by Ko et al. (2005), who stated that
low self-esteem was associated with online game addiction. leads to conflicts that occur between the use of games and
Likewise, the results of research conducted by Azis (2011), the surrounding environment (interpersonal conflict) or
which is that there is a significant relationship between self- conflicts that occur within themselves (intraphysical
esteem and online game addiction and the relationship conditions or lack of control) caused by spending too much
between the two is a negative relationship. That is, if the self- time playing games.
esteem possessed by adolescents is low, the tendency to 7) . Problems: This happens because they spend too
become addicted to online games will increase, and vice much time and are busy with online games, which
versa. eventually causes a person to neglect social activities and
Because of the above phenomenon, the authors are life tasks
interested in carrying out research on the effect of self- B. Sensation Seeking
esteem and sensation seeking. The questions in this study
are: Zuckerman, Eysenck, and Eysenck (1978) revealed that
• Is there an effect of self-esteem and sensation seeking there are four dimensions of sensation seeking, including.
on online game addiction? 1) Thrill and Adventure Seeking: Thrill and adventure
• Do the dimensions of self-esteem and sensation seeking contains things that express a desire to be involved
seeking affect online game addiction? in sports or other activities that involve speed or danger.
• Which dimension has the most influence on online 2) Experience Seeking: Experience seeking is the search
game addiction? for experiences through inappropriate thoughts and feelings,
travel, and lifestyles.
II. LITERATURE REVIEW 3) Boredom Susceptibility: Boredom susceptibility is an
A. Addiction Games Online aversion to repetition, routine, boring people, and boredom
when things don't change.
In this study, the definition used by the researcher is the 4) Disinhibition: Disinhibition is social and sexual
understanding of Lemmens, Valkenburg and Peter (2009) dissatisfaction expressed in drinking, partying, and
which states that online game addiction is an individual's variations in sexual partners. Disinhibition displays behavior
persistent inability to control excessive online game playing that ignores social barriers such as fighting, seeking social
habits even though it causes social and emotional problems. stimulation through parties, drinking, and various sexual
Lemmens, Valkenburg and Peter (2009) have listed seven partners.
dimensions to determine whether an individual has been
classified as an online game addict that occurs at any time C. Self Esteem
within six months, namely: In this study, the definition used by the researcher is the
1) Salience (priority): When playing the game becomes notion of Tafarodi & Swann Jr (2001) which states that self-
a very important activity for the life of the individual. It can esteem is a phenomenon that has two elements of value that
be divided into cognitive (when an individual thinks are reflected by individuals through personal competence or
frequently about activities) and behavioral (for example, which is often explained by the term (self-competence) and
when a person neglects basic needs such as sleep, eating or appearance, character, and social identity (self-liking).
hygiene in order to perform activities). Tafarodi & Swann Jr (2001) explain self-esteem with two
2) Tolerance: The process by which a person starts to components, including:
play games more often so that he gradually begins to spend 1) Self-competence: Self-competence is an individual's
time playing games and this is done as a process of assessment of himself as an individual who has the intention
fulfillment to a certain degree to get the effect of changing of being able to obtain the results he wants by carrying out
moods. his intentions.
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The 9 International Conference on Cyber and IT Service Management (CITSM 2021)
Bengkulu, September 22-23, 2021
2) Self-liking: Self-liking is an individual's assessment possibility that the higher the individual's disinhibition, the
of himself as a social object, which is often simplified to be higher the addiction to online games."
a good or bad person. This assessment gives rise to a sense “In addition, other things that can affect online game
of self-worth that has social significance. This judgment is addiction in adolescents are the need for self-esteem. In this
often based on appearance, character, and social identity. case, teenagers judge themselves as not good enough and try
D. Framework to increase their self-esteem, one of which is by playing
online games. Adolescents who are addicted to online
Online games are played through the internet network games, according to research conducted by Azis (2011),
that can be played by many people at the same time. In the have low self-esteem. It can be said that individuals who are
online game there is also a chat room, where players can addicted to online games are less able to respect themselves,
interact during the game, both with players who have been and do not accept the reality that is happening in their lives.”
known for a long time and players who are newly known. Self-esteem according to Tafarodi & Swann Jr (2001) has
This can also be a way to increase the interaction between two dimensions, namely self-competence and self-liking.
players, not only to greet each other, but also to be used as a The dimension of self-competence affects addiction to
medium of cooperation in playing online games. The types online games. This is because individuals judge themselves
of games also vary, but the ones that are often played by as individuals who have the intention of being able to get
many people are Mobile Legend (ML) and PUBG, because the results they want by playing online games. So the higher
these games are about war and are fun, besides that there are the self-competence, the higher the addiction to online
also many players.” games."
“Online games not only provide entertainment but also “The self-liking dimension affects online gaming
provide interesting challenges to complete so that addiction. This is because individuals judge themselves as
individuals play online games regardless of time to achieve social objects based on appearance, character, and social
satisfaction. This makes gamers not only become identity who are addicted to online games. So the higher the
connoisseurs of online games but can also become addicts to self-liking done, the more addiction to online games can
online games and teenagers are one of the most users. Based be.”
on the results of a survey conducted by the Association of “Then, teenagers who are addicted to online games are
Indonesian Internet Service Providers (APJII), most online not only found in men, but also in women. Teenagers who
game users are dominated by teenagers with an age range of are addicted to online games that are often found are
12-20 years. Addiction to online games can be influenced by between the ages of 12-18 years. Although it cannot be
several factors, in this study the factors thought to influence denied that online game addiction is also found in adulthood
adolescents are self-esteem and sensation seeking. (Ko, et al., 2005).”
Seeking sensation according to Zuckerman, Eysenck, Based on this explanation, a schematic framework can
and Eysenck (1978) has four dimensions, namely thrill and be made as follows:
adventure seeking, experience seeking, boredom
susceptibility, and disinhibition. The thrill and adventure
seeking dimension affects online game addiction. This is
because thrill-seeking and adventure-seeking individuals
involve speed, new dangers, and challenging gravity.
Individuals who seek thrill and adventure by playing online
games, so there is a possibility that the higher the
individual's thrill and adventure seeking, the higher the Fig. 1. Framework for thinking
addiction to online games." Hypothesis : Self-esteem and sensation seeking have an
“The experience seeking dimension affects online game effect on online game addiction
addiction. This is because individuals who are addicted to
online games are looking for new experiences in their lives. III. RESEARCH METHODE
Individuals who seek new experiences in their lives by The approach used in this research is a quantitative
playing online games, so there is a possibility that the higher approach. The design in this study is a causal relationship.
the experience seeking they do, the more addicted to online This research uses a sampling technique called non-
games they can be.” probability sampling with purposive sampling type. The
“The dimension of boredom susceptibility affects online sample criteria in this study are: early teens, aged 12-17
game addiction. This is because individuals who experience years, and every day accessing online games with more than
boredom in their lives will try to find ways to overcome 8 hours per day.
their boredom, and one way to do this is by playing online The measuring instruments used in this study are Game
games. So the higher the boredom susceptibility, the higher Addiction Adolescence Scale (GASA) to measure online
the addiction to online games." game addiction, Sensation Seeking Scale (SSS V) to measure
“The disinhibition dimension affects online game sensation seeking, and Self-Liking and Self-Competence
addiction. This is because individuals who have a strong Questionnaires (SLSC) to measure self-esteem. The data
desire to carry out behaviors that contain social and health analysis technique used in this study is Multiple Regression
risks due to playing online games continuously, so there is a Analysis with the help of SPSS.
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The 9 International Conference on Cyber and IT Service Management (CITSM 2021)
Bengkulu, September 22-23, 2021
IV. RESULT V. CONCLUSSION AND DISCUSSION
Table 1 shows a summary model of the direct influence Based on the value of the regression coefficient whose
of all independent variables on the dependent variable. significance is less than 0.05, there are three significant
variables, namely thrill and adventure of 0.000, experience
TABLE I. MODEL SUMMARY seeking of 0.001, and disinhibition of 0.000. All of these
variables are sensation seeking dimensions.
In accordance with previous research regarding the
sensation seeking variable as a whole, it was found that
thrill and adventure seeking, experience seeking, boredom
susceptibility, and disinhibition had a significant positive
effect on online game addiction (Mehroof & Griffiths,
2010). It can be said that the higher the sensation seeking,
In table 1 it can be seen that the R-Square is 0.685 or the higher the addiction to online games in adolescents.
68.5%. This means that the proportion of online game Based on the results of this study, the researcher realized
addiction variants is explained by thrill and adventure, that there were many shortcomings or limitations.
experience seeking, boredom susceptibility and disinhibition. Therefore, the researcher would like to provide
self-competence, self-liking of 68.5%, while the remaining methodological advice as a consideration for other studies
31.5% is influenced by variables outside the study that will examine the same dependent variable. The
Table 2 shows Anova from the results of the analysis researcher will also describe practical suggestions as part of
using SPSS. the conclusions and input for individuals who are directly
related to this research, as well as individuals or parties who
TABLE II. ANOVA can benefit from this research.
The variance of the eight independent variables studied
contributed 68.5%, the rest was contributed by other
variables not studied. Therefore, it is recommended for
further research to add other variables that can affect online
game addiction other than those in this study. For example,
such as self control and life satisfaction
ACKNOWLEDGMENT (Heading 5)
The result of Anova significance of 0.000 means that the
significance is smaller than 0.05, then the regression The preferred spelling of the word “acknowledgment” in
coefficient is significant, which means thrill and adventure, America is without an “e” after the “g”. Avoid the stilted
experience seeking, boredom susceptibility and expression “one of us (R. B. G.) thanks ...”. Instead, try “R.
disinhibition. self-competence, self-liking which means it B. G. thanks...”. Put sponsor acknowledgments in the
has a significant influence on online game addiction unnumbered footnote on the first page.
addiction. REFERENCES
Table 3 shows the results of the coefficients of each
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