Pendahuluan: Adiksi gim merupakan gangguan pola bermain gim yang tergolong berlebihan ketika individu lebih memprioritaskan gim dibandingkan aktivitas sehari-hari dan minat lainnya, sehingga menimbulkan gangguan. Fenomena ini terus meningkat seiring perkembangan zaman dan dapat mengganggu kondisi bio-psiko-sosial seseorang, salah satunya dengan menimbulkan perilaku agresif. Perilaku agresif merupakan tindakan dengan tujuan untuk merugikan, membahayakan, dan menyakiti orang lain, baik secara fisik, verbal, maupun psikologis. Penelitian ini bertujuan untuk mengidentifikasi korelasi antara adiksi gim dengan perilaku agresif pada pelajar SMA di Jakarta.
Metode: Penelitian ini dilakukan secara potong lintang menggunakan data primer yang diambil dari pelajar salah satu SMA swasta di Jakarta pada bulan Maret 2020.Kuesioner adiksi gim(GAS-21) dan kuesioner kecenderungan perilaku agresif (BPAQ) disebarkan ke seluruh siswa/i dan subjek penelitian dipilih secara acak. Kedua kuesioner yang digunakan telah divalidasi dalam versi bahasa Indonesia. Data yang telah dikumpulkan akan dianalisis dengan uji korelasi Pearson dan korelasi Spearman. Pengolahan data dilakukan dengan aplikasi Statistical Package for Social Sciences(SPSS) versi 23.
Hasil: Berdasarkan pengisian GAS-21, didapatkan 17 dari 59 subjek penelitian (28,8%) yang memiliki kecenderungan adiksi gim.Sementara itu, berdasarkan pengisian BPAQ, didapatkan 9 orang (15,3%) yang memiliki kecenderungan perilaku agresif dengan rata-rata jumlah skor BPAQ 66,220 ±12,729. Adiksi gimdan perilaku agresif memiliki korelasi positif yang bermakna secara statistik (r=0,432), dan menyumbang sebesar 18,7% dari varian proporsi perilaku agresif. Di antara domain perilaku agresif, adiksi gim memiliki korelasi terkuat dengan domain agresi fisik (r=0,469), diikuti domain amarah (r=0,307), dan permusuhan (r=0,285).
Simpulan: Penelitian ini menyimpulkan bahwaadiksi gimmemiliki korelasi yang bermakna dengan perilaku agresif pada pelajar SMA dengan koefisien korelasi yang bermakna, kekuatan sedang, dan arah positif. Upaya pencegahan dapat dilakukan dengan memberi edukasi untuk remaja terkait penggunaan gim dan menyebarkan hasil penelitian pada sekolah, orang tua, atau psikiater untuk pengembangan ilmu kesehatan jiwa. Penelitian lebih lanjut dapat dilakukan untuk melihat pengaruh faktor lain terhadap perilaku agresif seperti genre gim, pola asuh orang tua, atau sosioekonomi keluarga.
Introduction: Game addiction is a disruption in the pattern of playing games that is classified as excessive when individuals prioritize games over daily activities and other interests, causing disorder. This phenomenon continues to increase over time and can affect bio-psycho-social condition, one of which is by causing aggressive behavior. Aggressive behavior is an action with the intention of harming and hurting others, physically, verbally, and psychologically. This study aims to identify the correlation between game addiction and aggressive behavior among high school students in Jakarta.
Methods: This research was conducted in a cross-sectional manner using primary data taken from students in one private high school in Jakarta on March 2020. The 21 Item Game Addiction Scale (GAS-21) and Buss and Perry Aggression Questionnaire (BPAQ) were distributed to all students and the subjects were selected randomly. The two questionnaires used have been validated in the Indonesian version. The collected data were then analyzed using Pearson correlation test and Spearman correlation test. The data analysis was performed using the Statistical Package for Social Sciences (SPSS) version 23 application.
Results: Based on GAS-21, 17 subjects out of 59 (28.8%) have a tendency to game addiction. Meanwhile, based on BPAQ, 9 subjects (15.3%) have a high tendency to aggressive behavior with an average BPAQ score of 66,220 ±12,729. Game addiction and aggressive behavior had a statistically significant positive correlation (r=0.432), and contributed 18.7% of the proportion variance of aggressive behavior. Among the domains of aggressive behavior, game addiction has the strongest correlation with the domain of physical aggression (r = 0.469), followed by the anger (r = 0.307), and hostility (r = 0.285).
Conclusion: This study concluded that game addiction has a significant correlation with aggressive behavior in high school students with a significant correlation coefficient, moderate strength, and positive direction. Prevention efforts can be done by educating adolescents regarding the use of games and disseminating research results to schools, parents, or psychiatrists for the development of mental health science. Further research can be conducted to see the influence of other factors on aggressive behavior such as game genre, parenting style, or family socioeconomics.
"Latar Belakang: Depresi merupakan salah satu gangguan mental yang memiliki prevalensi tinggi di populasi termasuk di Indonesia khususnya pada populasi remaja. Self-harm merupakan perilaku menyakiti diri yang memiliki prevalensi tertinggi pada remaja. Beberapa penelitian telah mengaitkan depresi dengan perilaku self-harm. Penelitian dengan jenis studi potong lintang ini mencari tahu hubungan antara depresi dengan perilaku self-harm pada siswa SMA di Depok. Tujuan: Mengetahui hubungan depresi dengan perilaku self-harm pada siswa SMA di Depok. Metode: Penelitian dengan jenis studi potong lintang ini mencari tahu hubungan antara depresi dengan perilaku self-harm pada siswa SMA di Depok dengan menggunakan kuesioner Center for Epidemiologic Studies Depression Scale-Revised (CESD-R) dan Self-Harm Behavior Questionnaire (SHBQ). Subjek penelitian adalah siswa dari SMA Dian Diaktika Depok. Dari 176 siswa yang mengisi kuesioner, dipilih 146 siswa dengan metode random sampling. Data kemudian dianalisis menggunakan uji chi-square. Hasil: Terdapat hubungan antara depresi dengan perilaku self-harm pada siswa SMA di Depok yang secara statistik bernilai p = 0,003 dan OR = 4,250 (IK 95% = 1,603 s.d 11,266). Dengan demikian, siswa dengan gejala depresi berpeluang 4,250 kali lebih mungkin melakukan perilaku self-harm dibandingkan dengan yang tidak memiliki gejala depresi. Kesimpulan: Terdapat hubungan depresi dengan perilaku self-harm pada siswa SMA di Depok.
Background: Depression is a mental disorder that has a high prevalence among the population, including in Indonesia, especially in the adolescent population. Self-harm is a self-harming behavior which has the highest prevalence in adolescents. Several studies have linked depression to self-harm behavior. This cross-sectional study observes the association between depression and self-harm behavior in high school students in Depok. Objective: Determining the association between depression and self-harm behavior among high school students in Depok. Method: This cross-sectional study observes the relationship between depression and self-harm behavior among high school students in Depok using the Center for Epidemiologic Studies Depression Scale-Revised (CESD-R) questionnaire and Self-Harm Behavior Questionnaire (SHBQ). The research sample is the students from Dian Diaktika High School Depok. Out of 214 students who filled out the questionnaire, 146 students were selected using the random sampling method. Data were then analyzed using the chi-square test. Result: There is an association between depression and self-harm behavior among high school students in Depok, which is statistically significant with p = 0,003 and OR = 4,250 (IK 95% = 1,603 s.d 11,266). Thus, students with depressive symptoms were 4,250 times more likely to conduct self-harm than those who did not have depressive symptoms. Conclusion: There is an association between depression and self-harm behavior among high school students in Depok.
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