JOURNAL OF Mental Health Concerns
Vol. 5 No. 6 (2026): September Edition 2026

Self-control and online gaming addiction among high school students: A cross-sectional study

Ranggie Rayhan Umarulloh.AS (Universitas Mitra Indonesia)
Herlina Herlina (Universitas Mitra Indonesia)
Ida Subardiah (Universitas Mitra Indonesia)



Article Info

Publish Date
29 Sep 2026

Abstract

Background: The rapid development of digital technology has increased adolescents’ exposure to online games. In Indonesia, internet penetration reached 79.5% in 2024, representing 221.56 million internet users. Among adolescents aged 10–18 years, 13,840 of 25,164 respondents (55.0%) reported playing online games, and 13.52% of online game players reported playing for more than four hours per day. Excessive gaming may contribute to addictive behaviour, highlighting the importance of self-control in regulating adolescents’ gaming behaviour. Purpose: To determine the relationship between self-control and online game addiction among students. Method: This quantitative study employed a correlational design with a cross-sectional approach. The population consisted of 122 eleventh-grade students, of whom 93 were selected using purposive sampling. Data were collected using 26-item self-control and 26-item online game addiction questionnaires, each measured using a four-point Likert scale. The Cronbach’s alpha coefficients were 0.726 and 0.858, respectively. Data were analysed using the Pearson Product-Moment correlation test. Results: Most respondents were 17 years old (40.8%) and male (57.0%). The mean self-control score was 43.74 ± 9.504, while the mean online game addiction score was 86.26 ± 9.504. The Kolmogorov–Smirnov test indicated no evidence against normality for either variable (p = 0.200). The reported Pearson correlation analysis yielded a perfect negative correlation between self-control and online game addiction (r = −1.000; p < 0.001). Because a perfect negative correlation is unusual for independently measured psychosocial variables, this result requires verification using the original respondent-level data and scoring procedures. Conclusion: The reported analysis indicated a negative relationship between self-control and online game addiction among students. However, the reported perfect negative correlation should be considered provisional until the original data, item coding, reverse scoring, total-score calculation, missing-data handling, data entry, and analysis syntax have been verified. Given the cross-sectional design, the observed relationship cannot be interpreted as evidence that self-control causes or prevents online game addiction. Keywords: Adolescents; Digital Technology; Online Game Addiction; Self-Control; Students.

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Journal Info

Abbrev

mhc

Publisher

Subject

Health Professions Nursing Public Health

Description

Jurnal penelitian dibidang kesehatan jiwa meliputi kegiatan promotif, preventif, kuratif dan rehabilitatif pada semua tingkat usia baik secara individu, maupun kelompok rentan. Penelitian kesehatan jiwa susuai tren ...