Pengaruh religious identity terhadap online gaming addiction dengan self control sebagai variabel mediator

Arsy, Haita Dziya (2019) Pengaruh religious identity terhadap online gaming addiction dengan self control sebagai variabel mediator. Diploma thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

ENGLISH The ease humans find entertainment through the internet nowadays sometimes makes someone feel excessive comfort in the situation, so it can dissolve in the game, this is also called online gaming addiction. When someone is addicted it will make himself unable to identify religious values that exist inside himself, but other than that there are other things that can help individuals to determine the merits of the action to be carried out which is related to self control. In this study, researchers examined the effect of religious identity on online gaming addiction with self control as a mediator variable. Religious identity consisting of aspects of internalization, symbolization and affiliation of religion is measured by the scale of religious identity; Online gaming addiction behavior is measured by the scale of online gaming addiction; and self control consisting of aspects of behavioral control, cognitive control and decisional control measured using a self control scale. Data were obtained from 267 student subjects. Hypothesis test results using multiple regression analysis show that religious identity negatively influences online gaming addiction (R = .189, β = -.189, t = -3.096, p = .002), people with high religious identity will influence the low online gaming addiction. In addition, religious identity has a positive effect on self control (R = .623, β = .623, t = 12.976, p = .000), people with high religious identity will have high self control too. The mediation effect test results show that self control can significantly influence religious identity on online gaming addiction (β = .0333, p = 0.01). INDONESIA Kemudahan manusia menemukan hiburan melalui internet saat ini terkadang membuat seseorang merasakan kenyamanan berlebihan pada situasi yang di jalani, sehingga dapat larut dalam permainan, hal ini disebut juga dengan adiksi game online. Ketika seseorang mengalami adiksi hal ini akan membuat dirinya tidak dapat mengidentifikasi nilai-nilai keagamaan yang ada pada dirinya, namun selain itu ada hal lain yang dapat membantu individu untuk menentukan baik buruknya tindakan yang akan dilakukan yaitu berkaitan dengan kontrol dirinya. Pada penelitian ini, peneliti menguji pengaruh religious identity terhadap online gaming addiction dengan self control sebagai variabel mediator. Religious identity yang terdiri dari aspek internalisasi, simbolisasi dan afiliasi terhadap agamanya diukur dengan skala religious identity; Perilaku online gaming addiction diukur dengan skala online gaming addiction; dan self control yang terdiri dari aspek behavioral control, cognitive control dan decisional control diukur dengan menggunakan skala self control. Data diperoleh dari 267 subjek mahasiswa. Hasil uji hipotesis dengan menggunakan analisis regresi berganda menunjukan bahwa religious identity berpengaruh negatif terhadap online gaming addiction (R = .189, β = -.189, t = -3.096, p = .002), orang yang religious identitynya tinggi akan mempengaruhi rendahnya online gaming addiction. Selain itu, religious identity berpengaruh positif terhadap self control (R = .623, β = .623, t = 12.976, p = .000), orang yang religious identitynya tinggi akan memiliki self control yang tinggi juga. Hasil uji efek mediasi menunjukan bahwa self control dapat memengaruhi religious identity terhadap online gaming addiction dengan sangat signifikan (β = .0333, p = 0.01).

Item Type: Thesis (Diploma)
Uncontrolled Keywords: Religious Identity; Online Gaming Addiction; Self Control;
Subjects: Religious Education
Social Interaction, Interpersonal Relations
Divisions: Fakultas Psikologi > Program Studi Psikologi
Depositing User: Haita Dziya Arsy
Date Deposited: 03 Oct 2019 08:06
Last Modified: 04 Oct 2019 06:16
URI: https://etheses.uinsgd.ac.id/id/eprint/24750

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