Pengaruh Loneliness terhadap Kecanduan Game online pada Mahasiswa di Kalimantan Selatan dengan Self-efficacy sebagai Variabel Moderator

A'isy Naufal Irawan, Jehan Safitri, Rusdi Rusli

Abstract


Perkembangan teknologi yang pesat, kini telah mengubah cara manusia dalam berinteraksi dan mencari hiburan yang salah satunya bentuk hiburan yang kini populer adalah game online. Meskipun game online dikatakan memiliki beragam manfaat, akan tetapi ketika bermain game online menjadi sesuatu yang membuat lupa waktu dan kepentingan lainnya, hal ini akan mengarah pada kecanduan game online yang dimana kini menjadi salah satu masalah yang banyak dialami oleh remaja. Penelitian ini bertujuan untuk mengetahui pengaruh loneliness terhadap kecanduan game online dengan dimoderatori oleh self-efficacy pada mahasiswa aktif yang berkuliah di Kalimantan Selatan. Subjek penelitian merupakan 47 mahasiswa aktif yang ada di Kalimantan Selatan. Teknik sampling yang digunakan adalah purposive sampling . Penelitian ini menggunakan metode kuantitatif dengan skala adaptasi Indonesia, yaitu UCLA Loneliness Scale 6-Items (RULS-6), Indonesian Online Game Addiction Questionnaire (IGAQ), dan General Self-efficacy Scale (GSES). Uji hipotesis dilakukan dengan menggunakan model regeresi moderasi sederhana dengan MACRO PROCESS v4.2 oleh Hayes dengan software IBM SPSS Statistics 26. Hasil penelitian menunjukkan tidak adanya pengaruh signifikan loneliness terhadap kecanduan game online dengan efek moderasi oleh self-efficacy pada mahasiswa aktif yang berkuliah di Kalimantan Selatan.

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DOI: https://doi.org/10.20527/kognisia.2026.04.004

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