Hubungan lama penggunaan game online dengan pengendalian emosional pada usia 12-15 tahun
L LATAR BELAKANG Game online dalah suatu jenis permainan yang menggunakan perangkatelektronik seperti komputer atau perangkat khusus yang biasa digunakan untukbermain game. Pemain game online di seluruh dunia sangat banyak yaitu sekitar217 juta orang. Kurang lebih 8,5% di antaranya tergolong pecandu.Data Riskesdastahun 2007, diketahui prevalensi gangguan mental emosional sebesar 11,6% daripopulasi orang dewasa. Tujuan penelitian ini menilai hubungan lama pengunaangame online dengan penendalian emosional pada usia 12-15 tahun.METODEJenis penelitian ini merupakan penelitian analitik observasional dengan rancanganpenelitian cross sectional di SMP Negeri 1 Menggala Tulang Bawang Lampung.Jumlah responden sebanyak 135 orang dimana analisis data dilakukan secaraunivariat dan bivariat menggunakan uji chi square. Metode pengambilan sampelmenggunakan metode simple random sampling. Instrumen yang digunakan yaitukuesioner self control Tangney. Analisis diolah dengan program SPSS 23.0 dantingkat kebermaknaan yang digunakan besarnya 0.05.HASILBerdasarkan hasil uji chi square ditemukan bahwa terdapat 82 orang (70.7%) yangmemiliki durasi main game yang tinggi dan memiliki pengendalian emosi yangkurang. Sedangkan yang durasi main game tinggi tetapi pengedalian emosi yangbaik, sejumlah 34 orang (29.3%). Hasil uji statistik diperoleh nilai p=0.014(p<0,05).KESIMPULANPenelitian ini menunjukkan ada hubungan antara lama main game denganpengendalian diri di SMPN 1 Menggala Kecamatan Menggala Kabupaten TulangBawang Lampung.
B BACKGROUND Online game is a type of game that uses electronic devices such as computersor special devices commonly used to play games. This game also uses the internet,so players around the world can play together at the same time. Onlinegame players around the world are numerous, around 217 millionpeople. Approximately 8.5% of them are classified as addicts. In Indonesia, basedon the 2007 Riskesdas Data, it is known that the prevalence of mental emotionaldisorders is 11.6% of the adult population.this research aims to assesses therelationship between duration of online gaming with emotional control capacity atage 12-15 yearsMETHODThis type of research is an observational analytic study with a cross-sectionaldesign approach. This research is retrospective by using questionnaire dataregarding the length of online game use with emotional control at the age of 12-15years. at SMP Negeri 1 Penggala Tulang Bawang Lampung. The number ofrespondents was 35 people where data analysis was done univariately andbivariately using the chi square test. The method used was simple randomsampling. The instrument used was the Tangney self control questionnaire Theanalysis was processed with SPSS 2 3.0 and the significance level used was 0.05.RESULTSBased on the results of the chi square test found that there are 82 people (70.7%)who have a high duration of playing games and have less emotional control. Whilethose with high duration of game play but good emotional control, 34 people(29.3%). Statistical test results obtained p value = 0.014 (p <0.05).CONCLUSIONThis study shows that there is a relationship between playing time with self-controlat SMPN 1 Menggala, Penggala District, Tulang Bawang Regency, Lampung.