Pengaruh emotional focused coping dan konformitas teman sebaya terhadap kecenderungan adiksi game online pada remaja di Indonesia

Zubair, Muhammad (2024) Pengaruh emotional focused coping dan konformitas teman sebaya terhadap kecenderungan adiksi game online pada remaja di Indonesia. Undergraduate (S1) thesis, Universitas Islam Negeri Walisongo Semarang.

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Abstract

Game online merupakan permainan berbasis elektronik visual yang memanfaatkan jaringan internet agar pemain saling terhubung meskipun berbeda lokasi. Game online merupakan salah satu media hiburan yang banyak diminati oleh para remaja, Namun, game online juga memiliki dampak negatif seperti adiksi jika tidak disikapi dengan baik. Penelitian ini bertujuan untuk menguji secara empiris pengaruh emotional focused coping dan konformitas teman sebaya terhadap kecenderungan adiksi game online pada remaja di Indonesia. Penelitian ini menggunakan metode kuantitatif dengan teknik sampling accidental sampling. Sampel dalam penelitian ini berjumlah 272 remaja di Indonesia. Penelitian ini memiliki tiga alat ukur meliputi emotional focused coping, konformitas teman sebaya, dan adiksi game online. Metode analisis data yang digunakan dalam penelitian ini adalah uji regeresi linier berganda. Hasil penelitian ini menunjukan terdapat pengaruh emotional focused coping dan konformitas teman sebaya terhadap kecenderungan adiksi game online pada remaja di Indonesia dengan nilai signifikansi sebesar 0,000 (p<0.05) dan sumbangan efektif sebesar 58,3% yang artinya terdapat pengaruh secara simultan emotional focused coping dan konformitas teman sebaya terhadap kecenderungan adiksi game online pada remaja di Indonesia. Semakin tinggi emotional focused coping maka akan semakin rendah adiksi game online, dan semakin tinggi konformitas teman sebaya maka akan semakin tinggi adiksi game online.

ABSTRACT:
Online games are visual electronic-based games that utilize the internet network so that players are connected to each other even though they are in different locations. Online games are one of the entertainment media that is much sought after by teenagers. However, online games also have negative impacts such as addiction if they are not handled well. This research aims to empirically test the influence of emotional focused coping and peer conformity on the tendency to become addicted to online games among teenagers in Indonesia. This research uses quantitative methods with accidental sampling techniques. The sample in this study was 272 teenagers in Indonesia. This research has three measuring tools including emotional focused coping, peer conformity, and online game addiction. The data analysis method used in this research is the multiple linear regression test. The results of this research show that there is an influence of emotional focused coping and peer conformity on the tendency of online game addiction among teenagers in Indonesia with a significance value of 0.000 (p<0.05) and an effective contribution of 58.3%, which means that there is a simultaneous influence of emotional focused coping and peer conformity on the tendency. online game addiction among teenagers in Indonesia. The higher the emotional focused coping, the lower the online game addiction, and the higher the peer conformity, the higher the online game addiction.

Item Type: Thesis (Undergraduate (S1))
Uncontrolled Keywords: Emotional focused coping; Konformitas; Teman sebaya; Adiksi game online; Remaja
Subjects: 100 Philosophy and psychology > 150 Psychology > 155 Differential and developmental psychology
Divisions: Fakultas Psikologi dan Kesehatan > 73201 - Psikologi
Depositing User: Miswan Miswan
Date Deposited: 10 Jun 2026 02:27
Last Modified: 10 Jun 2026 02:27
URI: https://eprints.walisongo.ac.id/id/eprint/29914

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