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Pengaruh Intensitas Bermain Mobile Legends terhadap Toxic Behavior pada Remaja Awal di Jawa Tengah dengan Anonimitas Sebagai Moderator Alvin Afrian; Patria Jati Kusuma; Meriam Esterina
Jurnal Ilmu Psikologi dan Kesehatan | E-ISSN : 3063-1467 Vol. 3 No. 2 (2026): Juli - September
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62379/jipk.v3i2.2405

Abstract

This study aimed to examine the effect of Mobile Legends gaming intensity on toxic behavior among early adolescents in Central Java and to investigate the moderating role of anonymity. This study employed a quantitative approach using a moderated correlational research design. The population consisted of early adolescents aged 13–16 years in Central Java who actively played Mobile Legends. A total of 160 respondents were selected using purposive sampling. Data were collected through questionnaires measuring gaming intensity, toxic behavior, and anonymity. The data were analyzed using Moderated Regression Analysis (MRA) with JASP software. The results showed that gaming intensity had a significant effect on toxic behavior (p < 0.001). Anonymity did not have a significant direct effect on toxic behavior (p = 0.771), but it significantly moderated the relationship between gaming intensity and toxic behavior (p = 0.006). The negative interaction coefficient (B = -0.058) indicated that anonymity tended to weaken the effect of gaming intensity on toxic behavior. The coefficient of determination (R² = 0.382) showed that gaming intensity, anonymity, and their interaction explained 38.2% of the variance in toxic behavior, while the remaining 61.8% was influenced by other factors outside the scope of this study. These findings suggest that efforts to prevent toxic behavior among adolescents should focus not only on regulating gaming intensity but also on strengthening digital literacy, managing online interactions, and promoting positive communication within online gaming environments.