Bagaimana Leisure Boredom meningkatkan Internet Gaming Disorder pada Gamers
DOI:
https://doi.org/10.29313/bcsps.v6i2.24219Keywords:
Leisure Boredom, Internet Gaming Disorder, Emerging Adulthood, AdiksiAbstract
Abstract. Internet Gaming Disorder has become a global concern as a problematic form of online gaming behavior with significant psychological and social consequences, particularly among young adults. One condition believed to heighten this risk is leisure boredom, a subjective perception that available leisure time fails to provide adequate engagement, satisfaction, or stimulation. This study aims to determine how leisure boredom increases Internet Gaming Disorder among Mobile Legends: Bang Bang gamers in the emerging adulthood stage (18-25 years) in Bandung City. Using a quantitative approach with a cross-sectional design, this study involved 250 gamers showing mild to severe indications of IGD. Leisure boredom was measured using the Leisure Boredom Scale (Iso-Ahola & Weissinger, 1990), while IGD was measured using the Gaming Addiction Scale (Lemmens et al., 2009). Data were analyzed using simple linear regression. The results show that leisure boredom contributed R²= 7.2% to changes in IGD, while the remaining 92.8% was influenced by other factors outside the studied variables. This contribution is relatively small, so its impact on IGD is not particularly evident. Further research is recommended to include mediator or moderator variables to explain the dynamics of this influence more comprehensively.
Abstrak. Internet Gaming Disorder kini menjadi sorotan dunia sebagai perilaku bermain game online yang bermasalah dengan dampak psikologis dan sosial signifikan, terutama pada dewasa muda. Salah satu kondisi yang diduga meningkatkan risiko ini adalah leisure boredom, yaitu persepsi subjektif bahwa waktu luang belum memberikan keterlibatan, kepuasan, atau rangsangan yang memadai. Penelitian ini bertujuan mengetahui bagaimana leisure boredom berkontribusi terhadap Internet Gaming Disorder pada gamers Mobile Legends: Bang Bang usia emerging adulthood (18-25 tahun) di Kota Bandung. Menggunakan pendekatan kuantitatif dengan desain cross-sectional, penelitian ini melibatkan 250 gamers dengan indikasi IGD tingkat mild hingga severe. Leisure boredom diukur menggunakan Leisure Boredom Scale (Iso-Ahola dan Weissinger, 1990), sedangkan IGD diukur dengan Gaming Addiction Scale (Lemmens et al., 2009). Data dianalisis menggunakan uji regresi linear sederhana. Hasil menunjukkan leisure boredom berkontribusi sebesar R²= 7,2% terhadap perubahan IGD, sementara 92,8% sisanya dipengaruhi faktor lain di luar variabel penelitian. Kontribusi ini cenderung kecil sehingga dampaknya terhadap IGD tidak terlalu tampak. Penelitian lanjutan disarankan menggunakan variabel mediator atau moderator agar dinamika pengaruh leisure boredom terhadap IGD dapat dijelaskan lebih menyeluruh.
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