This research is motivated by the increasing use of online games among adolescents, which has the potential to affect interpersonal communication skills, particularly self-disclosure. This study aims to identify the level of self-disclosure in students addicted to online games at SMA Negeri 11 Muaro Jambi based on the dimensions of amount, valence, honesty and accuracy, intention, and intimacy. This study used a quantitative approach with descriptive methods. The research sample consisted of 60 students determined through a total sampling technique with the criteria of playing online games for more than 5 hours per day. Data were collected using a Likert scale questionnaire that had been tested for validity and reliability and was compiled based on Devito's self disclosure theory and analyzed using a percentage technique. The results showed that the overall level of student self-disclosure was in the high category (61%). Partially, the amount dimension was in the moderate category (59%), while valence (60%), honesty and accuracy (63%), intention (64%), and intimacy (61%) were in the high category. The intention dimension was the highest, while amount was the lowest. These findings indicate that students addicted to online games have a tendency to be quite open, but not optimal in the frequency and duration of self-disclosure. Therefore, guidance and counseling services are needed to increase self disclosure and control online game use to support students' social development.
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