Hubungan antara Escapism dengan Kecenderungan Kecanduan Game Online pada Mahasiswa Fakultas Teknik

  • Aisyah Amatullah Psikologi, Fakultas Psikologi, Universitas Islam Bandung
  • Lilim Halimah Fakultas Psikologi, Universitas Islam Bandung
Keywords: Escapism, Kecenderungan Kecanduan Game Online, Fakultas Teknik

Abstract

Abstract. Students face academic demands. It’s found that students turn to escapism. Most students are internet users leading to escape into online gaming. Excessive use leads to online game addiction tendency phenomenon, resulting negative impacts. The purpose to investigate relationship between escapism and online game addiction tendency among Faculty of Engineering students, Islamic University of Bandung. Employs a correlational quantitative design. The population is Faculty of Engineering students, Islamic University of Bandung who play online games more than 4 hours per-day, total of 285 subjects using convenience sampling. Measurement tools are the Escapism Scale (20 items, α = 0.920) developed by Maxentia and Rahmandani (2022) based on aspects of Warmelink et al. (2009), and the Online Game Addiction Tendency Scale (37 items, α = 0.940) developed by Maxentia and Rahmandani (2022) based on aspects of Lemmens et al. (2009). Data analysis using Spearman's Rho correlation test, yielding a result of 0.839 and p = 0.000 (p<0.05). There is a positive relationship between escapism and online game addiction tendency among Faculty of Engineering students, Islamic University of Bandung. Indicated that the higher of escapism level, the higher of online game addiction tendency level. Suggestion for students to receive self-development about healthy routines.

Abstrak. Mahasiswa dihadapkan dengan tuntutan akademik. Maka ditemukan banyak mahasiswa melakukan escapism. Hampir seluruh mahasiswa adalah pengguna internet sehingga dengan mudah melarikan diri ke game online. Penggunaan yang berlebihan dapat menimbulkan fenomena kecenderungan kecanduan game online yang menimbulkan dampak negatif. Penelitian ini bertujuan untuk mengetahui hubungan antara escapism dengan kecenderungan kecanduan game online pada mahasiswa Fakultas Teknik Universitas Islam Bandung. Penelitian ini menggunakan desain kuantitatif korelasional. Populasi penelitian adalah mahasiswa Fakultas Teknik Universitas Islam Bandung yang bermain game online lebih dari 4 jam perhari dengan teknik sampling adalah convenience sampling sebanyak 285 subjek. Alat ukur yang digunakan adalah Skala Escapism (20 aitem α = 0.920) dikembangkan oleh Maxentia dan Rahmandani (2022) berbasis aspek dari Warmelink et al. (2009) dan Skala Kecenderungan Kecanduan Game Online (37 aitem, α = 0.940) dikembangkan oleh Maxentia dan Rahmandani (2022) berbasis aspek dari Lemmens et al. (2009). Analisis data menggunakan uji korelasi Spearman’s Rho dengan hasil 0.839 dan p = 0.000 (p<0.05). Artinya terdapat hubungan positif antara escapism dengan kecenderungan kecanduan game online pada mahasiswa Fakultas Teknik Universitas Islam Bandung. Hasil penelitiannya adalah tingkat escapism nya tinggi, maka tingkat kecenderungan kecanduan game online nya juga tinggi. Sarannya adalah mahasiswa mendapatkan pelatihan pengembangan diri terkait rutinitas sehat.

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Published
2025-01-26