https://aboutmusicschools.com https://slotmgc.com https://300thcombatengineersinwwii.com https://mobilephonesource.co.uk https://discord-servers.io https://esmark.net https://slotmgc.com https://nikeshoesinc.us https://ellisislandimmigrants.org https://holidaysanthology.com https://southaventownecenter.net https://jimgodfreydesign.com https://mckinneypaintingpros.com https://enchantedmansion.org https://mckinneypaintingpros.com https://laurabrodieauthor.com https://holidaysanthology.com https://ardictionary.com https://113.30.151.116 https://103.252.118.20 https://206.189.83.174 https://157.230.39.109 https://128.199.85.208 https://172.104.51.149 https://174.138.21.250 https://157.245.50.183 https://152.42.239.189 https://188.166.210.125 https://152.42.178.155 https://192.53.172.202 https://172.104.188.91 https://103.252.118.157 https://63.250.61.107 https://165.22.104.74

Terapi Berbasis Internet Untuk Meningkatkan Self-Regulasi Pada Mahasiswa Dengan Internet Gaming Disorder

Authors

  • Hendra Purnama Fakultas Psikologi Universitas Islam Bandung
  • Hedi Wahyudi Psikologi, Fakultas Psikologi, Universitas Islam Bandung
  • Suhana Psikologi, Fakultas Psikologi, Universitas Islam Bandung

DOI:

https://doi.org/10.29313/jrp.v3i1.1704

Keywords:

ICBT, Addiction, Self-Regulation

Abstract

Abstract Excessive gaming behavior is known as internet gaming disorder. One thing that can cause internet gaming disorder is lack of self-regulation, or lack in ability to control and to lead themselves to achive something greater than playing game. In this research we use Internet Delivered Cognitive Behavior Therapy or ICBT as an intervention to counter those problems. This approach was chosen because of CooBT is an approach that was proved effective in reconstructing one’s self-regulation, and an approach that predicted to be effective to counter gaming addiction behavior. Research design that was used in this research is one group pretest-posttest design. Assessment tools that were used in this research is self-regulation in learning created by [1], and the internet gaming disorder scale (IGD-Scale) created by [2]. Sample in this research is college student whom have late in finishing their thesis and have internet gaming disorder condition. Data analysis used in this research in quantitative and qualitative. The result of this research shows that there is effect of internet delivered cognitive behavior therapy in increasing self-regulation in learning in college student whom have late in finishing their thesis and have internet gaming disorder condition.

Abstrak Perilaku bermain game ini memunculkan masalah ketika dilakukan secara berlebihan. Perilaku bermain game secara berlebihan sehingga memunculkan masalah lebih dikenal dengan istilah internet gaming disorder. Salah satu hal yang menyebabkan seseorang mengalami internet gaming disorder adalah self-regulation, atau cara mereka mengontrol diri dan mengarahkan diri pada tujuan yang lebih bermanfaat. Pada penelitian ini, Internet Delivered Cognitive Behavior Therapy atau lebih dikenal dengan istilah ICBT adalah pendekatan yang digunakan untuk mengatasi hal tersebut. Pendekatan ini dipilih karena CBT merupakan salah satu pendekatan yang dianggap efektif untuk merekonstruksi self-regulation dan salah satu pendekatan yang dianggap bakal efektif mengatasi masalah adiksi game. Penelitian ini dilakukan dengan menggunakan desain one group pretest-posttest design. Alat ukur yang digunakan pada penelitian ini adalah self-regulation in learning yang disusun oleh Toering (2012), dan the internet gaming disorder scale (IGD-Scale) yang disusun oleh Lemmens (2015). Sampel pada penelitian ini adalah mahasiswa yang terlambat dalam menyelesaikan tugas akhir dan mengalami internet gaming disorder. Pengolahan data pada penelitian ini dilakukan secara kualitatif dan kuantitatif. Hasil dari penelitian ini menunjukan bahwa intervensi internet delivered cognitive behavior therapy (ICBT) memberikan pengaruh terhadap self-regulation in learning pada mahasiswa yang mengalami masalah dalam penyelesaian tugas akhir dan mengalami internet gaming disorder.

References

T. Toering, M. Elferink-Gemser, G. Jordet, and G. Pepping, “Self-regulation of learning and performance level of elite youth soccer players,” Int J Sport Psychol, vol. 43, pp. 312–325, Jul. 2012.

J. Lemmens, P. Valkenburg, and D. Gentile, “The Internet Gaming Disorder Scale,” Psychol Assess, vol. 27, Jan. 2015.

J. Clement, “Number of video gamers worldwide in 2021,” Statista.Com., 2021. https://www.wepc.com/news/video-game-statistics/ (accessed Jul. 04, 2023).

J. Clement, “Global Video Game Market Value from 2020 to 2025,” Statisti.Com., 2021. https://www.wepc.com/news/video-game-statistics/ (accessed Jul. 04, 2023).

R. P. Rangkuti, I. K. Nasution, and R. Yurliani, “Kecenderungan Kecanduan Game Online pada Remaja selama Masa Pandemi COVID-19,” Pros Temu Ilm Nas (Temilnas XII) Psikologi Perkemb Indonesia, 2021. https://ojs.unm.ac.id/Temilnas/article/view/20039 (accessed Jul. 04, 2023).

E. Y. Ferdian and F. D. Wulandari, “IMPLEMENTASI TEKNIK SELF CONTROL UNTUK MENGURANGI KECANDUAN GAME ONLINE PADA PESERTA DIDIK DI MASA PANDEMI COVID-19,” Jurnal Bikotetik (Bimbingan dan Konseling : Teori dan Praktik) , vol. 05, no. 01, pp. 1–48, 2021.

H. A. Hardanti, I. Nurhidayah, and S. Y. R. Fitri, “Faktor-faktor yang Melatarbelakangi Perilaku Adiksi Bermain Game Online Pada Anak Usia Sekolah.,” J Keperawatan Padjadjaran, 2015. http://jkp.fkep.unpad.ac.id/index.php/jkp/article/view/65 (accessed Jul. 04, 2023).

T. Putri and T. Fitri, “Faktor Karakteristik sebagai Prediktor Adiksi Game Online pada Remaja,” J Keperawatan Jiwa, 2022. https://jurnal.unimus.ac.id/index.php/JKJ/article/view/8858 (accessed Jul. 04, 2023).

H. M. Pontes, Making the Case for Video Game Addiction: Does It Exist or Not? Nottingham: C. (eds) Video Game Influences on Aggression, Cognition, and Attention. Springer, 2018.

C. J. Fergueson and C. John, “Lack of consensus among scholars on the issue of video game ‘addiction’. ,” Psychology of Popular Media, 2020.

Q. Wang, H. Ren, J. Long, Y. Liu, and T. Liu, “Research progress and debates on gaming disorder ,” Gen Psychiatry, Jul. 01, 2019. https://gpsych.bmj.com/content/32/3/e100071 (accessed Jul. 04, 2023).

M. D. Griffiths and H. M. Pontes, “The Future of Gaming disorder Research and Player Protection: What Role Should the Video Gaming Industry and Researchers Play? ,” Int J Ment Health Addict, Jul. 2020.

D. L. King et al., “Treatment of Internet gaming disorder: An international systematic review and CONSORT evaluation,” Clin Psychol Rev, Jun. 2017.

D. L. King and P. Delfabbro, Internet Gaming Disorder: Theory, Assessment, Prevention, and Treatment , 1st ed. Elsevier Academic Press, 2018.

M. D. Griffiths et al., “Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al.,” Journal Club, vol. 111, no. 1, Dec. 2015, Accessed: Jul. 04, 2023. [Online]. Available: https://onlinelibrary.wiley.com/doi/10.1111/add.13057

N. M. Petry and C. P. O’Brien, “Internet gaming disorder and the DSM-5,” Addiction, Jul. 2013. https://onlinelibrary.wiley.com/doi/10.1111/add.12162 (accessed Jul. 04, 2023).

A. J. van Rooji and C. J. Fergus, “A weak scientific basis for gaming disorder: Let us err on the side of caution,” J Behav Addict, vol. 7, no. `, pp. 1–9, Mar. 2018.

W. van den Brink, “ICD-11 Gaming Disorder: Needed and just in time or dangerous and much too early?,” J Behav Addict, vol. 6, no. 3, pp. 290–292, Jun. 2017.

M. Liu and W. Peng, “Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games),” Computers in Human Behavior, Nov. 06, 2009. https://doi.org/10.1016/j.chb.2009.06.002 (accessed Jul. 08, 2023).

A. T. Prasetiani and M. E. Setianingrum, “Hubungan Antara Self-Regulation Dengan Kecenderungan Adiksi Game Online Pada Mahasiswa Fakultas Teknologi Informasi Universitas Kristen Satya Wacana,” Jurnal Teknologi Informasi , Jul. 2020. http://ejournal.urindo.ac.id/index.php/TI/article/view/635

R. Apriani, D. Probowati, H. Indreswari, and I. M. Simon, “Social Intelligence, Love, Self-Regulation Pada Remaja yang Adiksi Game Online Jenis Agresif dan Non-Agresif,” Jurnal KajianTeori dan Praktik Kependidikan Ilmu Pendidikan, vol. 5, no. 1, pp. 35–42, Jun. 2020.

K. Bailey, R. West, and J. Kuffel, “What would my avatar do? Gaming, pathology, and risky decision making,” Front Psychol, Sep. 10, 2013. https://www.frontiersin.org/articles/10.3389/fpsyg.2013.00609/full

A. F. Seay and R. E. Kraut, “Project massive: self-regulation and problematic use of online gaming,” Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Apr. 29, 2007. https://dl.acm.org/doi/10.1145/1240624.1240749

D. L. King, P. Delfabbro, and M. D. Griffiths, “Cognitive behavioral therapy for problematic video game players:Conceptual considerations and practice issues,” J Cyber Ther Rehabil, vol. 3, no. 3, pp. 261–273, Jan. 2010.

Mariyani, “Cognitive Behavior Therapy untuk Menurunkan Tingkat Gangguan Depresi Sedang (F32.1),” Jurnal Riset Psikologi, vol. 2, no. 2, pp. 123–130, Dec. 2022.

P. Delfabbro and D. King, “On Finding the C in CBT: The Challenges of Applying Gambling-Related Cognitive Approaches to Video-Gaming,” Journal Gambl Stud, p. 315, Mar. 2015.

D. L. King, P. H. Delfabbro, J. Billieux, and M. N. Potenza, “Problematic online gaming and the COVID-19 pandemic,” J Behav Addict, vol. 9, no. 2, pp. 184–186, Jun. 2020, [Online]. Available: https://doi.org/10.1556/2006.2020.00016

D. Gratzer, S. Khalid-Khan, and S. Balasingham, The internet and CBT: A new clinical application of an effective therapy. Cogn Behav Ther Clin, 2018.

V. Kumar, Y. Sattar, A. Bseiso, S. Khan, and I. H. Rutkofsky, “The Effectiveness of Internet-Based Cognitive Behavioral Therapy in Treatment of Psychiatric Disorders. ,” Cureus, Aug. 2017. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5659300/

A. Käll et al., “Therapist-Guided Internet-Based Treatments for Loneliness: A Randomized Controlled Three-Arm Trial Comparing Cognitive Behavioral Therapy and Interpersonal Psychotherapy,” Psychother Psychosom, Jun. 28, 2021. https://doi.org/10.1159/000516989

G. Andersson, N. Titov, B. F. Dear, A. Rozental, and P. Carlbring, “Internet-delivered psychological treatments: from innovation to implementation,” World Psychiatry, vol. 18, no. 1, pp. 20–28, Jan. 2019, [Online]. Available: https://doi.org/10.1002/wps.20610

M. Robichaud, F. Talbot, N. Titov, B. Dear, H. Hadjistavropoulos, and et al, “Facilitating access to ICBT: a randomized controlled trial assessing a translated version of an empirically validated program using a minimally monitored delivery model,” Behav Cogn Psychother, vol. 48, no. 2, pp. 185–202, 2020, [Online]. Available: https://www.cambridge.org/core/product/identifier/S135246581900047X/type/journal_article

A. Yusuf, Metode Penelitian Kuantitatif, Kualitatif, dan Penelitian Gabungan, 1st ed. Jakarta: Jakarta : Kencana, 2017.

L. Seniati, A. Yulianto, and B. Setiadi, Psikologi Eksperimen, 7th ed. Jakarta : Indeks, 2014.

L. Christensen, R. Johnson, and L. Turner, Research Methods, Design, and Analysis, 12th ed. London : Pearson, 2014.

D. Richards, A. Enrique, J. Palacios, and D. Duffy, “Internet-Delivered Cognitive Behaviour Therapy,” Cogn Behav Ther Clin Appl, 2018.

E. Panadero, “A Review of Self-regulated Learning: Six Models and Four Directions for Research,” Front Psychol, Apr. 28, 2017. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5408091/

Y. Abdhul, “Teknik Pengambilan Sampel Penelitian: Macam & Penjelasan,” 2023.

Downloads

Published

2023-07-15