HUBUNGAN INTENSITAS BERMAIN GAME ONLINE BERUNSUR KEKERASAN DENGAN PERILAKU AGRESIF ANAK DI BANDA ACEH
Abstract
Abstrak - Penelitian ini berjudul “Hubungan Intensitas Bermain Game online Berunsur Kekerasan Dengan Perilaku Agresif Anak (Studi Pada Siswa Sekolah Dasar di Banda Aceh)”. Tujuan penelitian ini adalah untuk mengetahui jawaban tentang hubungan intensitas bermain game online berunsur kekerasan terhadap perilaku agresif anak di Banda Aceh. Game online menempati peringkat ketujuh pada kategori aplikasi internet yang paling banyak digunakan di Indonesia berdasarkan riset Asosiasi Penyelenggara Jasa Internet Indonesia (APJII) pada tahun 2013. Perilaku Agresif terbentuk salah satunya akibat bermain game online berunsur kekerasan, kejadian ini pernah terjadi di Indonesia, pelaku mengaku terinspirasi salah satu game online First Person Shooter (FPS) Point Blank. Teori yang digunakan adalah Social Learning Theory. Dalam teori tersebut dikatakan bahwa ada beberapa tahapan terbentuknya perilaku yaitu attention, retention, reproduction dan motivation. Metode penelitian menggunakan pendekatan kuantitatif dengan jenif eksplanatif. Alat pengumpulan data pada penelitian ini berupa kuesioner dengan metode wawancara. Teknik pengambilan sampel menggunakan metode multistage non probability sampling dan purposive sampling. Hasil analisis data menggunakan statistic parametric dengan teknik analisis data pearson menunjukkan koefisien korelasi (r) sebesar 0,344 dengan nilai (p) = 0,001 ( p < 0,05 ). Berdasarkan hasil tersebut maka hipotesis yang diajukan diterima sehingga dapat disimpulkan bahwa terdapat hubungan positif dan signifikan antara intensitas bermain game online berunsur kekerasan dengan perilaku agresif pada anak di Banda Aceh. Hal ini dapat diartikan bahwa semakin tinggi intensitas bermain game online berunsur kekerasan maka semakin tinggi perilaku agresif, demikian juga sebaliknya.
Kata Kunci: Intensitas, Game online Kekerasan, Perilaku Agresif, Anak,
Abstract - This study entitled "Intensity Relationship Playing Online Game in the factor of Violence toward Aggressive Behavior of Children of Elementary School Students in Banda Aceh". The purpose of this study was to find out the answers about the relationship of the intensity of playing online games in the factor of violence toward aggressive behavior of children in Banda Aceh. Online game ranked seventh in the category of Internet applications which are most widely used in Indonesia based on research of Indonesia Internet Service Provider Association (APJII) in 2013. Aggressive Behavior was formed because of playing the game online in the factor of violence; this incident ever happened in Indonesia, the offender claims to be inspired from one of the game online First Person Shooter (FPS) Point Blank. The theory used is Social Learning Theory. In the theory, it is said that there are several stages of the formation of behavior; attention, retention, reproduction and motivation. The research method used in this study is a quantitative approach in the kind of explanation. Data collection used in this study is questionnaire with interview method. The sampling technique used is multistage non probability sampling and purposive sampling. The results of data analysis used is statistical parametric with techniques of Pearson data that showed correlation coefficient (r) of 0.344 with the value of (p) = 0.001 (p <0.05). Based on these results, the hypothesis is accepted that can be concluded that there is a positive and significant correlation between the intensity of the online gaming in the factor of violence toward aggressive behavior of children in Banda Aceh. This may imply that the higher the intensity of playing online games in the factor of violence, the higher behavior aggressive occurs, and vice versa.
Keywords: Intensity, Online Game of Violence, Aggressive Behavior, Children.
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Alamat Tim Redaksi
Fakultas Ilmu Sosial dan Ilmu Politik
Jln. Tanoh Abee, Kopelma Darussalam
Banda Aceh, 23111, Aceh
Indonesia