INTRODUCTION
Movie game habit is outlined as being the realization of adverse outcomes that result in an
unique to Engage in recreation in a lot of frequencies and long period to ensure that Ultimately, the
individual’s emotion and identity will get affected (Adiningtiyas, 2017; Dailey et al., 2020;
Griffiths, 2010; Lemmens et al., 2009). Video clip activity dependancy situation was firstly documented in
1980 and it is raising right up until now (Griffiths et al., 2012; Soper & Miller, 1983). The final results of
a survey on adolescents aged fourteen-17 many years in Europe clearly show that about 1.6% of adolescents
was claimed dealing with World wide web Gaming Dysfunction (IGD), and 5.one% expert movie
match dependancy (Müller et al., 2015).
In the same way, in Indonesia, over ten% of adolescents at Junior Highschool and Senior
Highschool stages were described encountering video sport addiction (Jap et al., 2013). The
noted people today have been identified based on the factors of salience, tolerance, temper
modification, withdrawal, relapse, conflict, and challenge (Griffiths, 2010; Lemmens et al.,
2009). It absolutely was also noted that online video game addiction cases are raising for the duration of COVID-19
pandemic (Amin et al., 2020; Sunshine et al., 2020). However, There was no details about
the rise of movie activity addiction by Senior Highschool college students in the course of COVID-19
pandemic.
Predicting Online video Game Addiction: The results of Composite Regulatory Concentration and
Interpersonal Competence Between Indonesian Adolescents Through COVID-19 Pandemic
68 Islamic Advice and Counseling Journal
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The absence of Regulate toward the accessibility of video clip gaming things to do by little ones may possibly
result in their aggressiveness, nervousness, impulsivity, and decreasing academic achievements (Hui
et al., 2019; Kim & Kim, 2015; Simcharoen et al., 2018). The change IN little ones’s conduct
signifies the symptom of psychological health issues because of video clip match addiction (Stockdale &
Coyne, 2018). The situation really should be distinctively and comprehensively regarded consistent with its
behavioral resulting in factors (Paulus et al., 2018; Zajac et al., 2017, 2020). The attempts goal to
reveal the creating variables of video clip recreation habit instances, as The idea to rearrange good
counseling packages.
With regard to psychosocial perspective, loneliness is the beginning of online video game habit
mainly because it is usually a reason by people today to fulfil social interaction needs (Bhagat et al., 2019;
İskender, 2018; Simcharoen et al., 2018). With regards towards the Idea, ASEAN nations around the world,
Primarily Indonesia also think about interpersonal competence as A part of the development (Lee
& Kim, 2016; Sari, 2018; Thomas, 2018). Sugaya et al. (2019) outlined that very poor
interpersonal competence inside the sample of mothers and fathers-kids romantic relationship might enhance the
tendencies of movie match addiction. Interpersonal competence is the individual capacity to
Convey specified emotions and concepts, Along with get and offer unique situational
responses verbally and non-verbally (Agustiyana & Awalya, 2016; Bhagat et al., 2019;
Buhrmester et al., 1988; Sari, 2018). Folks with online video recreation addiction have a tendency to deny the
negative impacts in their conduct (Greenfield, 2018; Kim, 2013).
Preceding studies exposed distinctive findings about interpersonal competence. Chen
et al. (2018) stated that consumers with substantial interpersonal competence used movie online games to
preserve their interpersonal relations in true daily life. The interpersonal relations recognized
as a result of video clip gaming functions lead the end users to be more commonly having involved
(Hussain et al., 2012). However, folks with reduced interpersonal competence have a tendency to use
video online games since the fulfillment of their social interaction (Dailey et al., 2020). Determined by the
notion, young adults with social stress and deterrence are inclined to get addicted to online video gaming
actions (Kim et al., 2017). The correlation amongst interpersonal competence and online video
match habit among the youngsters over the pandemic is considered appealing for study.
Prior experiments have presented new insights to identify quite a few things that
enthusiastic people today to receive on their own associated with movie gaming (Bhagat et al., 2019; Lee et
al., 2019) based on the Regulatory Focus Idea (RTF) (Higgins, 1997). RTF defines that
every single individual possesses a self-regulatory technique that is made up of advertising concentrate and
avoidance concentration (Crowe & Higgins, 1997; Higgins, 1997). The speculation describes that people
with video clip recreation addiction are motivated by their self-regulatory program that has an effect on their
conduct and choice-creating (Debanne et al., 2014; Higgins et al., 2019). The regulatory
emphasis system drastically pertains to the striatum ventral (the Section of the Mind that
coordinates the reward system technique) that regulates the person commitment to obtain
sure ambitions (Scult et al., 2017).
Online video sport players with higher advertising concentration usually anticipate to achieve their aims by
disregarding any doable repercussions (Guo & Spina, 2015; Lee et al., 2013). Then again,
players with avoidance concentration are usually conscious, prevent losses, and intention at the final plans
(Debanne et al., 2014; Fuglestad et al., 2013). Ho et al. (2011) unveiled that many
gamers utilized movie video games to escape from unique difficulties and make their new roles inside of a
unique ecosystem.
Lee et al. (2019) even highlighted that solitariness experienced nothing to try and do with reduced
interpersonal competence. It is more very likely induced by excessive prevention aim, as Element of
the resulting in factors of the decreasing interpersonal competence (İskender, 2018; Lee et al.,
2019). As outlined by Winterheld & Simpson (2016), persons with abnormal avoidance
focus prefer to keep sound social conversation and posit themselves given that the supporters of
the conversation inside of a selected social natural environment. The utilization of online video games as social
Nugraha, Y., Awalya, A., & Mulawarman, M.
sixty nine Islamic Steerage and Counseling Journal
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interaction media brings about Regular entry that triggers addiction (Kim et al., 2017; Wang et al.,
2019). Social assist according to the affliction of certain regulatory target will stimulate
positivity and empowerment (Fransen & Hoeven, 2013). The present study aims to establish
the correlation involving regulatory aim and interpersonal competence towards the tendencies
of online video activity addiction amongst young people in the COVID-19 pandemic.
Rationale of The Current Review
Next the study concerning the utilization of smartphones by teenagers in Ngawi
District, Indonesia, the researchers discovered a variety of problems pertaining to World wide web
utilization that led into the tendencies of movie sport dependancy. Based on the prior study, a
number of variables regarding interpersonal competence and inspiration (regulatory focus) did
have an impact on the tendencies. Consequently, the current investigate aimed to expose the correlation involving
interpersonal competence and regulatory concentrate in the direction of online video video game habit circumstances among
teens. With regards to The difficulty, the researchers used a few psychological scales,
such as the Gaming Dependancy Scale (Lemmens et al. 2009), Composite Regulatory Concentrate
Scale (Haws et al., 2010), and Interpersonal Competence Questionnaire (Buhrmester et al.,
1988).
Hypotheses
one. Regulatory concentration and interpersonal competence simultaneously influence the tendencies of
video clip match dependancy among teenagers through the COVID-19 pandemic.
two. Regulatory aim influences the tendencies of video match dependancy among youngsters
in the COVID-19 pandemic.
three. Interpersonal competence has an effect on the tendencies of movie sport addiction among the
young adults in the COVID-19 pandemic.
Strategies
Exploration Design and style
The existing study carried out a quantitative solution through a cross-sectional
design and style study. The researchers collaborated with several school principals in Ngawi
District, Indonesia. They assigned counseling lecturers in their respective universities to distribute
the website link of analysis scales to their college students.
Participants
The study concerned 1,046 Senior High School learners in Ngawi District, Indonesia. By
referring to Brunborg et al. (2015), the study uncovered that 136 students confirmed indications of
movie video game dependancy within the class of problematic and addicted. The demographic
distribution of People pupils consisted of 86 males and fifty women aged all over 16.02 years.
Based on the features of regulatory focus, ninety three teenagers possessed the features of
advertising concentration, when 43 showed avoidance concentrate. With regards to interpersonal
competence, 77 teenagers possessed large interpersonal competence, although 59 had small
interpersonal competence.
Devices
The study used a few modified psychological scales. The adjustment process of the
devices referred to the treatments formulated by Lenz et al. (2017). The first instrument is
the 7-product Gaming Addiction Scale (GAS) formulated by Lemmens et al. (2009) to
measure the tendencies of self-reported video match addiction. It consisted of 7 questions
equipped by using a 5-point Likert scale, starting https://www.socialhattori.com/ from never ever (1) to very often (5), e.g.,
“Pernahkah anda berpikir untuk bermain sport sepanjang hari?” and “Apakah anda
Predicting Video Sport Dependancy: The Effects of Composite Regulatory Concentrate and
Interpersonal Competence Amid Indonesian Young people All through COVID-19 Pandemic
70 Islamic Steering and Counseling Journal
Vol. four, No. 1, pp. 67-77, January 2021
bertengkar dengan orang lain (seperti; keluarga, teman) tentang waktu yang anda habiskan
untuk bermain game?”. The reliability test utilized Cronbach’s α = .86 (Lemmens et al., 2009);
Cronbach's α = .68 to .82 for your samples in Indonesia (Ulkhaq et al., 2018). The results of the
trustworthiness exam created Cronbach's α = .80. The students’ habit to video gaming
things to do was determined determined by the factors made by Brunborg et al. (2015) and Lin et
al. (2019).
Secondly, the Composite Regulatory Emphasis Scale (CRFS) formulated by Haws et al.
(2010) was applied to evaluate the self-claimed regulatory emphasis. The scale consisted of 10
inquiries Geared up with a 7-point of Likert scale, starting from fully unsuitable with me
(one) to completely suitable with me (seven), e.g., “Saya merasa sudah membuat kemajuan untuk menuju
kesuksesan dalam hidup” and “Saya khawatir membuat kesalahan”. The trustworthiness check utilised
Cronbach's α = .79 with the marketing focus and Cronbach's α = .seventy four for that avoidance focus
(Haws et al., 2010); Cronbach’s α = .74 for that marketing focus and Cronbach’s α = .sixty eight for
the prevention concentration (Naletelich & Spears, 2020). The review generated avoidance focus
Cronbach’s α = .65 and promotion focus Cronbach’s α = .sixty five. The scholars were determined
depending on the bigger worth among the marketing focus and prevention focus.
Thirdly, the research utilized the Interpersonal Competence Questionnaire (ICQ) that was
made by Buhrmester et al. (1988) and revised in 1992. The size consisted of 40
thoughts Outfitted using a five-stage Likert scale, ranging from extremely inadequate (one) to quite agile (five),
e.g., “Seberapa baik Saudara dalam membuat orang untuk mengikuti apa yang Saudara
inginkan?” and “Seberapa baik Saudara dalam menyuarakan keinginan dan pendapat?”.
The reliability exam employed Cronbach’s α = .77 (damaging response) to .86 (aid and psychological
initiative) (Buhrmester et al., 1988), Along with Cronbach’s α = .91 (Lee et al., 2019). The
take a look at created Cronbach’s α = .94. The responses of the students indicated their interpersonal
competence.
Processes
The info assortment was conducted from 31 August to 10 September 2020 in the course of the
COVID-19 pandemic. It was around 6 months after the affirmation of the primary an infection
situation in Indonesia (Detik.com, 2020). The research instruments were developed working with Google
Kind and distributed by numerous counseling instructors to The scholars. All-around 1,046
college students participated in the web survey. The data from the respondents’ responses ended up
compiled in Google Sheet. The respondents have been categorized based upon the categories in their
addiction In line with Brunborg et al. (2015), ranging from problematic to addicted.
Pursuing the classification, the study applied numerous linear regression Investigation applying IBM
SPSS to test the hypotheses.
Info Assessment
The info Evaluation applied a various linear regression to check out the correlation
concerning variables, including the dependent and independent variables. It used IBM SPSS.
RESULTS AND DISCUSSION
Outcomes
The instruments were being distributed via a Google Variety link towards the Senior Highschool
students in Ngawi District, Indonesia throughout the aid with the counseling academics. The
study was held from 31 August to 10 September 2020. The description in the tendencies of
online video game dependancy Amongst the teenagers in Ngawi District is offered in Desk one.
A complete of one,046 youngsters aged all around fourteen to 19 decades that consisted of 400 males and
646 ladies mentioned their consent to engage in this research. Brunborg et al. (2015) categorised
the tendencies of video clip video game dependancy into four types. A complete of 136 youngsters (13%)
Nugraha, Y., Awalya, A., & Mulawarman, M.
seventy one Islamic Advice and Counseling Journal
Vol. four, No. one, pp. 67-seventy seven, January 2021
confirmed the tendencies of video game habit in two categories, which includes problematic and
addicted. They consisted of 86 males and 50 girls. The typical score of your problematic
and addicted category generated M = 19.404 and SD = three.forty.
Regarding the video sport dependancy based on the characteristics of regulatory focus
With all the problematic and addicted group, ninety three teens (68.4%) possessed marketing emphasis,
though forty three teens (31.6%) tended to have prevention target. The typical score with the
regulatory target on the young adults with problematic and addicted group produced M= fifty one.fifteen
and SD = six.fifty one. Regarding the interpersonal competence, 77 adolescents (fifty six.6%) possessed significant
interpersonal competence, when fifty nine (43.four%) possessed small interpersonal competence. The
common rating of their interpersonal competence from the problematic and addicted class was
M = 124.56 and SD = 19.seventy one.
Continuing the Investigation, a many linear regression product was placed on detect the
correlation between regulatory concentration and interpersonal competence in direction of the tendencies of
movie activity addiction among young adults inside the problematic and addicted classification. The
hypotheses were examined and said eligible being followed up with a number of linear
regression Evaluation.
The numerous linear regression success (Desk 3) confirmed that regulatory target and
interpersonal competence were the predictors of your tendencies of video game addiction
between teenagers. The correlation of your variances was 4.5% with File (two.133) = 3.348 and p >
.05. Meanwhile, the regulatory focus noticeably contributed to the model (B = -.100 and p <</p>
.05). On the other hand, personal competence insignificantly contributed towards the model (B = -
.008 and p = .633).
Table one. Members Demographical Details (N = 136)
Variables F M SD %
Youngsters with tendencies of online video game habit 136 19.404 three.400 one hundred
Group (problematic) one hundred twenty 88.2
Category (addicted) sixteen 11,eight
fourteen to 19 years previous 136 sixteen.029 .698 a hundred
Gender
Male 86 63.2
Male 50 36.eight
Regulatory target 136 51.147 6.506 100
Advertising emphasis 93 sixty eight.four
Prevention emphasis forty three 31.6
Interpersonal competence 136 124.551 19.713 100
Higher 77 fifty six.six
Minimal 59 forty three.4
Table two. Model Summary
Design R R Square Modified R Sq. Std. Mistake of the Estimate F Improve df1 df2 p
1 .212a
.045 .031 three.348 3.one hundred forty 2 133 .046
Notice:
Predictors = (continuous), interpersonal competence, regulatory target
Dependent variable = tendencies of movie match habit
Desk 3. Coefficients
Variables
Unstandardized Coefficients Standardized Coefficients
t p
B Std. Error Beta
(Frequent) 25.472 ten.162 .000
Regulatory aim -.one hundred .048 -.192 -two.091 .038
Interpersonal competence -.008 .016 -.004 -.478 .633
Be aware:
Dependent variable = tendencies of online video sport dependancy
Predicting Video clip Activity Addiction: The Effects of Composite Regulatory Emphasis and
Interpersonal Competence Among the Indonesian Young people Throughout COVID-19 Pandemic
72 Islamic Direction and Counseling Journal
Vol. 4, No. one, pp. sixty seven-seventy seven, January 2021
Dialogue
The survey around the online video sport habit in Ngawi District, Indonesia disclosed that 13%
of your teens tended to knowledge habit in the problematic and addicted group.
In the course of the pandemic, the movie match addiction situations enhanced by 2.85%, in comparison to the
Original report which was only ten.fifteen% (Detik.com, 2020; Jap et al., 2013). An identical improve was
also described by China as well as UK (Nicola et al., 2020; Sun et al., 2020).
The social limits and lockdown policies implemented through the Indonesian
Federal government have hindered the general public day-to-day things to do. Therefore, video gaming things to do
appeared as the answer (Király et al., 2020; Marston & Kowert, 2020). For a number of
gamers, this type of issue is a chance to generally