Hubungan Regulasi Diri dan Kontrol Diri dengan Intensitas Bermain Game Online pada Siswa di SMA Batik 1 Surakarta

Abstract

The high intensity of online gaming has become a widespread phenomenon across various groups and is especially prevalent among individuals in adolescence. Excessive use can lead to addiction, hinder academic achievement, and disrupt social interactions and health. The purpose of this study is to examine the relationship between self-regulation and self-control with the intensity of online gaming among students in Class X.2, X.4, X.5, X.8, XI.3, XI.4, and XI.7 at a private high school in Surakarta. The sample consisted of 150 students, selected using purposive sampling based on criteria: active students in one private high school in Surakarta, enrolled in Class X.2, X.4, X.5, X.8, XI.3, XI.4, XI.7, from grades 10 and 11, aged 15–17 years. This research employed a quantitative correlational method. Data collection was conducted using closed-ended questionnaires. Instruments included scales measuring online gaming intensity, self-regulation, and self-control. Multiple linear regression analysis was used for data analysis. The results of the study show a significant role of self-regulation and self-control in the intensity of online gaming, thus the major hypothesis is accepted. This study reveals a novelty regarding the positive relationship between self-control, self-regulation, and online gaming intensity. Contrary to the general assumption that self-control suppresses gaming behavior, findings indicate a 'functional gaming' phenomenon where students use self-control to manage high-intensity gaming as a controlled routine. Based on categorization, students’ online gaming intensity, self-regulation, and self-control are classified as moderate. Self-regulation contributes 7.7%, and self-control contributes 90.7%. The remaining 1.5% is influenced by other factors

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