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Scoping Review: Gaming Decision in Problematic Gamers Diantina, Fanni Putri; Takwin, Bagus
SCHEMA (Journal of Psychological Research) Volume 8 No. 2 November 2023
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/schema.v8i2.12784

Abstract

Problematic gaming ditandai dengan gangguan kendali atas perilaku bermain game yang mengakibatkan pemainnya memutuskan kembali untuk bermain game, meskipun mengetahui adanya konsekuensi negatif yang signifikan. Pada sejumlah studi terdahulu, menunjukkan inkonsistensi kontribusi aspek pengambilan keputusan untuk bermain game; dimana terdapat hasil yang menunjukkan kemampuan pengambilan keputusan problematic gamers yang memang terganggu, namun pada penelitian lain menyatakan adanya kualitas pengambilan keputusan yang lebih baik dibanding kelompok non-gamers. Scoping review ini bertujuan untuk menghasilkan tinjauan komprehensif tentang literatur yang relevan untuk memandu penelitian mengenai pengambilan keputusan untuk bermain game (gaming decision) pada problematic gamers. Dari 5 sumber database, diambil 9 artikel yang memenuhi kriteria. Hasil menunjukkan bahwa pada berbagai penelitian mengenai gaming decision, (1)metode kuantitatif juga kualitatif menjadi pilihan desain riset, (2)analisa dilakukan dengan mengaitkan pengambilan keputusan untuk bermain game dengan mekanisme proses kognitif pada diri problematic gamers, (3)membandingkan proses kognitif antar kelompok dengan karakteristik yang berbeda, (4)menggunakan sejumlah instrumen decision making task untuk mengukur perbedaan proses dan kualitas pengambilan keputusan, serta (5)dominasi partisipan dengan kriteria Internet Gaming Disorders yang menunjukkan kekurangmampuan dalam pengambilan keputusan, dipengaruhi kemampuan kontrol kognitif serta rendahnya kemampuan memanfaatkan umpan balik untuk memperbaiki pengambilan keputusan selanjutnya.
Development of a Qualitative Assessment Instrument for Cognitive Processes in Gaming Decision Diantina, Fanni Putri; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Pratama, Rifky Abdila; Halwa, Aqyla; Rahma, Dianita; Poerwandari, Elizabeth Kristi; Indirasari, Dyah Triarini
Global Medical & Health Communication (GMHC) Vol 11, No 3 (2023)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v11i3.12744

Abstract

Indonesia ranks 6th with the highest number of online gamers in Asia and 12th in the world gaming market. When online gamers become addicted, they lose the ability to halt or control their gaming behavior, leading to problematic behavior. Decision-making processes at the cognitive level are considered relevant in various addictive behaviors, including inappropriate gaming behavior. Exploratory research can be conducted using a qualitative technique, with data collected through in-depth interviews, to acquire an in-depth understanding of the comparison of the interaction process of each cognitive component in decision-making to play online games. This research was conducted in Bandung from December 2021 to December 2022. Steps are needed to develop guidelines that explore the functioning of affective and cognitive responses (coping, cognitive and affective bias, and craving and urge) and executive and inhibitory control. The guideline used a cognitive theoretical framework in addictive behavior, namely the I-PACE model, with a multidimensional theoretical basis. Through theoretical deepening, it was derived as a guideline divided into three main aspects, four sub-aspects, 32 main questions, and 36 probing questions.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14222

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14135

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.
The Effect of Giving Mindfulnes Based Cognitive Therapy to Reduce Parenting Stress in Parents with Children with CHD (Congenital Heart Disease) Anshor, Steven Muhammad; Sartika, Dewi; Diantina, Fanni Putri
Eduvest - Journal of Universal Studies Vol. 4 No. 11 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i11.1806

Abstract

This study aims to determine the effect of Mindfulness Based Cognitive Therapy (MBCT) to reduce parenting stress in parents with children with congenital heart disease (CHD). This study uses a quasi-experimental method with a pre-test-post-test control group design. The participants in this study were 30 parents who had children with congenital heart disease, who were randomly divided into two groups, namely the experimental group and the control group. The experimental group was given MBCT intervention for 8 sessions, while the control group did not get any intervention. Parenting stress measurements were carried out before and after the intervention using the Parenting Stress Index (PSI). The results of the analysis showed that there was a significant difference in parenting stress scores between the experimental group and the control group after being given MBCT intervention (p<0.05). The experimental group experienced a greater decrease in parenting stress scores compared to the control group. The provision of MBCT intervention is effective in reducing parenting stress in parents who have children with congenital heart disease. The results of this study can be considered in the development of psychological interventions to overcome parenting stress in parents with children with CHD
Mobile Legends Sebagai Escapism Pada Gamers Dengan Kepribadian Neurotisme Gitta Indriani Lestari Putri; Diantina, Fanni Putri
Schema: Journal of Psychological Research Vol. 10 No. 01 (2025): SCHEMA Volume 10 No.1 Mei 2025
Publisher : UPT Publikasi Ilmiah UNISBA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/schema.v10i01.6901

Abstract

Fenomena kecanduan bermain game online pada generasi muda, telah menjadi masalah global. Berkembangnya internet gaming disorder dapat dipengaruhi oleh sifat individu dengan kecenderungan untuk melarikan diri dari realitas dan memiliki sifat neurotik. Studi ini dilakukan untuk mengetahui pengaruh dari tipe-tipe escapism behavior dan kepribadian neurotisme terhadap perilaku internet gaming disorder pada gamers Mobile Legends berusia emerging adulthood. Metode kuantitatif digunakan untuk menganalisa data sebanyak 251 gamers Mobile Legends Bang Bang berusia 18-25 tahun. Alat ukur yang digunakan yaitu skala escapism yang dikonstruk oleh Maxentia (2022), skala adaptasi Big Five Inventory oleh Ramdhani (2012), dan adaptasi Gaming Addiction Scale oleh Halimah (2019). Analisis data menggunakan regresi linear berganda. Hasil menunjukkan bahwa tipe-tipe escapism behavior dan kepribadian neurotisme memengaruhi internet gaming disorder dengan nilai R2 sebesar 15,4% dengan pengaruh tertinggi dari tipe evasive (β = 9,9%).