Data Demografi Gamers yang Mengalami Internet Gaming Disorder dengan Karakteristik Kognisi yang Malfungsi

  • Reghina Indah Tiyany Psikologi, Fakultas Psikologi, Universitas Islam Bandung
  • Fanni Putri Diantina
Keywords: Gaming Addiction, Internet Gaming Disorder, Maladaptive Cognition

Abstract

Abstract. Playing online games, excessively, has become a negative phenomenon that contributes to the emergence of internet gaming disorder among the younger generation. One of the main factors driving the development of internet gaming disorder is maladaptive cognition which is thought to have a strong relationship with the development of internet gaming disorder. This study examines Internet Gaming Disorder (IGD) in Call of Duty players: Mobile players with a focus on maladaptive cognition and demographic data. The results showed that the majority of respondents experienced severe IGD (57.2%), dominated by men (68.7%) with the highest age of 21 years (16.9%). Most played 5-8 hours per day (66.4%), and 57.5% had played 6-12 hours in one session, indicating a pattern of excessive play. In addition, maladaptive cognition was high in both males (68.9%) and females (31.1%), reinforcing gaming engagement.

Abstrak. Bermain game online, secara berlebihan menjadi fenomena negatif yang berkontribusi pada munculnya internet gaming disorder di kalangan generasi muda. Salah satu faktor utama yang mendorong perkembangan internet gaming disorder adalah, maladaptive cognition yang diduga memiliki hubungan yang kuat dengan perkembangan internet gaming disorder. Penelitian ini mengkaji Internet Gaming Disorder (IGD) pada pemain Call of Duty: Mobile dengan fokus pada maladaptive cognition dan data demografis. Hasil menunjukkan mayoritas responden mengalami IGD tingkat berat (57,2%), didominasi laki-laki (68,7%) dengan usia terbanyak 21 tahun (16,9%). Sebagian besar bermain 5–8 jam per hari (66,4%), dan 57,5% pernah bermain 6–12 jam dalam satu sesi, mengindikasikan pola bermain berlebihan. Selain itu, maladaptive cognition tinggi ditemukan pada laki-laki (68,9%) dan perempuan (31,1%), memperkuat keterlibatan dalam game.

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Published
2025-02-01