Leisure Boredom Affects Gaming Disorder on Emerging Adult Smartphone Users: [Rasa Bosan di Waktu Luang Menentukan Kelainan Bermain Game pada Pengguna Smartphone Dewasa Muda] - Yuwono, Mario Rizky; Virlia, Stefani (Faculty of Psychology, Universitas Surabaya, 2022)
The risk of gaming disorder is not only limited to hardcore gaming style, but is also found in the increasingly popular casual gaming style. This study aims to test how leisure boredom affects gaming disorder in emerging adult smartphone users. A quantitative approach with correlational design was used in the study. The criteria of the respondents were individuals aged 18-25 years, who played games on their smartphones at least once a day and resided in Surabaya, Indonesia. A total of 175 respondents participated in this research. Modified version of the Leisure Boredom Scale (LBS) and the Internet Gaming Disorder - 20 Test (IGD-20 Test) were utilized to collect data. The data was analyzed using simple linear regression. The results indicated that leisure boredom may predict the tendency of gaming disorder in emerging adult smartphone users. The conflict aspect in gaming disorder was found to be the most affected by leisure boredom, whereas the mood modification aspect was found to be the only aspect not affected by leisure boredom. Risiko akan kelainan bermain game tidak hanya terbatas pada gaya bermain intensif (hardcore gaming), namun juga pada gaya bermain santai (casual gaming) yang semakin populer. Studi ini bertujuan untuk menguji pengaruh rasa bosan di waktu luang terhadap kelainan bermain game pada pengguna smartphone dewasa muda. Pendekatan kuantitatif dengan desain korelasional telah digunakan dalam studi ini. Responden memiliki kriteria berusia 18-25 tahun yang bermain game di smartphone minimal satu kali dalam sehari dan berdomisili di Surabaya, Indonesia. Terdapat 175 responden yang bersedia mengikuti studi ini. Alat ukur Leisure Boredom Scale (LBS) dan Internet Gaming Disorder - 20 Test (IGD-20 Test) yang dimodifikasi telah digunakan untuk mengumpulkan data. Data dianalisis menggunakan regresi linear sederhana. Hasil menunjukkan bahwa rasa bosan di waktu luang memprediksi kecenderungan kelainan bermain game pada pengguna smartphone dewasa muda. Aspek conflict ditemukan sebagai aspek yang paling dipengaruhi rasa bosan di waktu luang sedangkan aspek mood modification ditemukan tidak dipengaruhi rasa bosan di waktu luang.