Perbedaan Skor Risiko Kecanduan Video Game Berdasarkan Strategi Koping pada Remaja SMA - Luklu Latifah; Ronny Tri Wirasto; Intansari Nurjannah (PSIK FKKMK UGM, 2022)
Background: Coping is an important mediator for teenagers in response to stressors, and video games are widely used by teenagers to reduce the perceived stressors. Senior high school students are the group that commonly play and have a high risk of being addicted to video games.Objective: To determine differences in the risk of video games addiction based on coping strategies in Muhammadiyah 1 Yogyakarta school teenagers.Methods: This research was a quantitative comparative descriptive study with a cross-sectional design conducted on 156 teenagers in Muhammadiyah 1 Yogyakarta school in February 2020. Data were collected using the COPE Inventory and IGDS9-SF. Data analyzed using univariate analysis and bivariate using Kruskal Wallis and a post Hoc test using Mann-Whitney.Results: Most respondents were male (51,3%), aged 16 years old (47,4%), who began playing video games at the age >8 years old (6,4%), have played video games for £4 hours in a day (87,8%), and frequency 1-3 days a week (61,5%). There were no respondents with a risk of video game addiction (0%). Most respondents were classified into uncategorized coping strategies (89,1%). The religious coping component was mostly preferred (mean = 13,55), while substance using ranked the least (mean = 4,49). The results showed a significant difference between the types of coping strategies with video games addiction risk scores (p <0,05).Conclusion: Video games addiction risk scores in SMA Muhammadiyah 1 Yogyakarta teenagers differed significantly based on their coping strategies. ABSTRAKLatar belakang: Koping merupakan mediator penting bagi remaja dalam menanggapi stresor dan video game banyak digunakan oleh remaja untuk mengurangi stresor yang dirasakan. Remaja SMA merupakan kelompok yang kerap bermain dan berisiko tinggi mengalami kecanduan video game.Tujuan: Mengetahui perbedaan risiko kecanduan video game berdasarkan jenis strategi koping pada remaja di SMA Muhammadiyah 1 Yogyakarta.Metode: Penelitian ini merupakan penelitian deskriptif komparatif dengan desain cross-sectional yang dilakukan pada 156 remaja di SMA Muhammadiyah 1 Yogyakarta pada bulan Februari 2020. Data dikumpulkan menggunakan COPE Inventory dan IGDS9-SF. Analisis data berupa analisis univariat dan bivariat dengan Kruskal Wallis dan uji post hoc menggunakan uji Mann Whitney.Hasil: Mayoritas responden berjenis kelamin laki-laki (51,3%), berusia 16 tahun (47,4%), pertama kali bermain video game pada usia >8 tahun (65,4%), bermain video game dengan durasi £4 jam dalam sehari (87,8%), dan frekuensi 1-3 hari dalam seminggu (61,5%). Tidak ada responden yang memiliki risiko kecanduan video game (0%). Koping tidak terkategori paling banyak digunakan (89,1%). Komponen koping ‘kembali kepada agama’ paling banyak digunakan (mean = 13,55), sementara ‘penggunaan zat’ paling sedikit digunakan (mean = 4,49). Hasil uji beda terdapat perbedaan signifikan antara jenis strategi koping dengan skor risiko kecanduan video game (p<0,05). Simpulan: Skor risiko kecanduan video game pada remaja SMA Muhammadiyah 1 Yogyakarta berbeda secara signifikan berdasarkan strategi koping yang dimiliki.