INTRODUCTION
Video match addiction is defined as being the realization of detrimental consequences that bring about an
particular person to Participate in video game in a great deal of frequencies and prolonged length so that in the long run, the
personal’s emotion and identity can get afflicted (Adiningtiyas, 2017; Dailey et al., 2020;
Griffiths, 2010; Lemmens et al., 2009). Video game addiction situation was First of all documented in
1980 and is rising right up until now (Griffiths et al., 2012; Soper & Miller, 1983). The final results of
a survey on adolescents aged 14-seventeen decades in Europe clearly show that just as much as one.6% of adolescents
was described suffering from Net Gaming Disorder (IGD), and five.one% seasoned online video
video game addiction (Müller et al., 2015).
In the same way, in Indonesia, more than 10% of adolescents at Junior High School and Senior
Highschool degrees were being reported going through movie activity addiction (Jap et al., 2013). The
described people were identified determined by the factors of salience, tolerance, temper
modification, withdrawal, relapse, conflict, and dilemma (Griffiths, 2010; Lemmens et al.,
2009). It had been also documented that movie sport habit cases are growing during COVID-19
pandemic (Amin et al., 2020; Sunlight et al., 2020). Even so, There have been no details about
the rise of online video video game habit by Senior High School college students for the duration of COVID-19
pandemic.
Predicting Video Game Dependancy: The Effects of Composite Regulatory Focus and
Interpersonal Competence Amongst Indonesian Youngsters All through COVID-19 Pandemic
68 Islamic Steerage and Counseling Journal
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The absence of control in direction of the accessibility of video clip gaming activities by youngsters could
bring about their aggressiveness, panic, impulsivity, and reducing tutorial achievements (Hui
et al., 2019; Kim & Kim, 2015; Simcharoen et al., 2018). The change IN youngsters’s conduct
signifies the symptom of psychological medical issues as a result of movie game addiction (Stockdale &
Coyne, 2018). The situation must be distinctively and comprehensively regarded in step with its
behavioral causing variables (Paulus et al., 2018; Zajac et al., 2017, 2020). The endeavours goal to
reveal the producing variables of video video game habit cases, as the basis to rearrange suitable
counseling applications.
In terms of psychosocial viewpoint, loneliness is the beginning of video recreation addiction
since it could be a cause by people today to fulfil social conversation needs (Bhagat et al., 2019;
İskender, 2018; Simcharoen et al., 2018). With regards to your notion, ASEAN countries,
Primarily Indonesia also take into consideration interpersonal competence as Portion of the development (Lee
& Kim, 2016; Sari, 2018; Thomas, 2018). Sugaya et al. (2019) stated that bad
interpersonal competence during the pattern of mothers and fathers-kids romance may possibly enhance the
tendencies of video clip match addiction. Interpersonal competence is the person capability to
Specific specific emotions and ideas, In combination with receive and supply certain situational
responses verbally and non-verbally (Agustiyana & Awalya, 2016; Bhagat et al., 2019;
Buhrmester et al., 1988; Sari, 2018). People today with video activity addiction tend to deny the
negative impacts in their habits (Greenfield, 2018; Kim, 2013).
Past studies discovered various conclusions about interpersonal competence. Chen
et al. (2018) stated that users with significant interpersonal competence used movie online games to
sustain their interpersonal relations in serious everyday living. The interpersonal relations proven
via movie gaming actions lead the people to get extra often getting concerned
(Hussain et al., 2012). Nonetheless, persons with minimal interpersonal competence usually use
video online games as being the fulfillment of their social conversation (Dailey et al., 2020). Depending on the
Idea, youngsters with social stress and deterrence are inclined to get addicted to video gaming
routines (Kim et al., 2017). The correlation in between interpersonal competence and video clip
video game dependancy among the teens through the pandemic is taken into account intriguing for exploration.
Past experiments have offered new insights to identify several elements that
inspired folks to acquire by themselves linked to movie gaming (Bhagat et al., 2019; Lee et
al., 2019) based on the Regulatory Aim Concept (RTF) (Higgins, 1997). RTF defines that
each personal possesses a self-regulatory procedure that is made of promotion concentration and
avoidance emphasis (Crowe & Higgins, 1997; Higgins, 1997). The theory clarifies that buyers
with video clip recreation habit are determined by their self-regulatory procedure that has an effect on their
actions and final decision-making (Debanne et al., 2014; Higgins et al., 2019). The regulatory
concentrate system considerably relates to the striatum ventral (the A part of the brain that
coordinates the reward mechanism process) that regulates the individual enthusiasm to realize
specific aims (Scult et al., 2017).
Movie video game gamers with large promotion concentrate tend to hope to attain their plans by
ignoring any attainable outcomes (Guo & Spina, 2015; Lee et al., 2013). On the flip side,
avid gamers with avoidance concentration are generally informed, steer clear of losses, and purpose at the ultimate ambitions
(Debanne et al., 2014; Fuglestad et al., 2013). Ho et al. (2011) revealed that a variety of
gamers used movie games to escape from distinct issues and make their new roles within a
diverse ecosystem.
Lee et al. (2019) even highlighted that solitariness experienced almost nothing to try and do with lower
interpersonal competence. It is a lot more very likely brought on by excessive avoidance concentration, as part of
the triggering aspects in the decreasing interpersonal competence (İskender, 2018; Lee et al.,
2019). In keeping with Winterheld & Simpson (2016), persons with abnormal avoidance
concentrate prefer to retain sound social conversation and posit by themselves since the supporters of
the interaction inside a selected social environment. The utilization of video clip games as social
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interaction media leads to Regular entry that causes dependancy (Kim et al., 2017; Wang et al.,
2019). Social support based on the situation of specific regulatory concentration will encourage
positivity and empowerment (Fransen & Hoeven, 2013). The present investigate aims to recognize
the correlation in between regulatory concentration and interpersonal competence towards the tendencies
of movie activity addiction amongst teens through the COVID-19 pandemic.
Rationale of The Current Analyze
Adhering to the study concerning the utilization of smartphones by teens in Ngawi
District, Indonesia, the researchers learned a variety of troubles pertaining to World wide web
utilization that led on the tendencies of movie sport habit. Depending on the preceding examine, a
quantity of factors with regards to interpersonal competence and drive (regulatory emphasis) did
have an effect on the tendencies. For that reason, The existing analysis aimed to expose the correlation involving
interpersonal competence and regulatory concentrate towards online video activity dependancy instances amongst
teens. With regards to the issue, the scientists utilized a few psychological scales,
such as the Gaming Addiction Scale (Lemmens et al. 2009), Composite Regulatory Aim
Scale (Haws et al., 2010), and Interpersonal Competence Questionnaire (Buhrmester et al.,
1988).
Hypotheses
1. Regulatory concentration and interpersonal competence concurrently have an effect on the tendencies of
movie game habit between teenagers throughout the COVID-19 pandemic.
two. Regulatory emphasis affects the tendencies of video sport habit between young adults
during the COVID-19 pandemic.
three. Interpersonal competence impacts the tendencies of movie match dependancy among
youngsters during the COVID-19 pandemic.
Strategies
Exploration Design
The current exploration applied a quantitative technique via a cross-sectional
structure survey. The researchers collaborated with several university principals in Ngawi
District, Indonesia. They assigned counseling academics within their respective universities to distribute
the backlink of research scales for their students.
Participants
The analyze associated 1,046 Senior High School pupils in Ngawi District, Indonesia. By
referring to Brunborg et al. (2015), the review uncovered that 136 learners showed signs or symptoms of
video clip game addiction during the classification of problematic and addicted. The demographic
distribution of Those people students consisted of 86 males and 50 females aged all around 16.02 a long time.
According to the features of regulatory concentrate, ninety three young adults possessed the characteristics of
advertising aim, when 43 showed avoidance emphasis. With regards to interpersonal
competence, seventy seven adolescents possessed superior interpersonal competence, though fifty nine had low
interpersonal competence.
Devices
The review used three modified psychological scales. The adjustment means of the
devices referred into the treatments made by Lenz et al. (2017). The initial instrument is
the seven-item Gaming Habit Scale (Fuel) designed by Lemmens et al. (2009) to
evaluate the tendencies of self-reported video recreation addiction. It consisted of seven questions
Geared up that has a five-level Likert scale, starting from by no means (1) to very often (5), e.g.,
“Pernahkah anda berpikir untuk bermain recreation sepanjang hari?” and “Apakah anda
Predicting Online video Video game Habit: The Effects of Composite Regulatory Focus and
Interpersonal Competence Among Indonesian Adolescents In the course of COVID-19 Pandemic
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bertengkar dengan orang lain (seperti; keluarga, teman) tentang waktu yang anda habiskan
untuk bermain video game?”. The reliability test used Cronbach’s α = .86 (Lemmens et al., 2009);
Cronbach's α = .sixty eight to .eighty two to the samples in Indonesia (Ulkhaq et al., 2018). The results of the
reliability examination created Cronbach's α = .eighty. The scholars’ addiction to movie gaming
pursuits was determined determined by the standards developed by Brunborg et al. (2015) and Lin et
al. (2019).
Secondly, the Composite Regulatory Focus Scale (CRFS) formulated by Haws et al.
(2010) was applied to evaluate the self-claimed regulatory aim. The size consisted of ten
questions equipped having a 7-place of Likert scale, ranging from completely unsuitable with me
(one) to totally suitable with me (7), e.g., “Saya merasa sudah membuat kemajuan untuk menuju
kesuksesan dalam hidup” and “Saya khawatir membuat kesalahan”. The trustworthiness take a look at made use of
Cronbach's α = .79 with the promotion target and Cronbach's α = .seventy four for your avoidance concentrate
(Haws et al., 2010); Cronbach’s α = .74 for the advertising concentration and Cronbach’s α = .sixty eight for
the prevention aim (Naletelich & Spears, 2020). The examine generated avoidance concentrate
Cronbach’s α = .sixty five and promotion concentrate Cronbach’s α = .65. The scholars ended up determined
according to the much larger price among the marketing focus and prevention concentrate.
Thirdly, the examine utilized the Interpersonal Competence Questionnaire (ICQ) that was
produced by Buhrmester et al. (1988) and revised in 1992. The dimensions consisted of 40
concerns Geared up that has a five-issue Likert scale, ranging from pretty weak (one) to quite agile (5),
e.g., “Seberapa baik Saudara dalam membuat orang untuk mengikuti apa yang Saudara
inginkan?” and “Seberapa baik Saudara dalam menyuarakan keinginan dan pendapat?”.
The dependability take a look at made use of https://www.socialhattori.com/ Cronbach’s α = .seventy seven (destructive response) to .86 (help and psychological
initiative) (Buhrmester et al., 1988), Along with Cronbach’s α = .91 (Lee et al., 2019). The
test created Cronbach’s α = .ninety four. The responses of The scholars indicated their interpersonal
competence.
Strategies
The data assortment was done from 31 August to ten September 2020 during the
COVID-19 pandemic. It absolutely was all-around six months following the confirmation of the primary infection
circumstance in Indonesia (Detik.com, 2020). The exploration devices had been built applying Google
Type and dispersed by several counseling instructors to the students. All around one,046
learners participated in the net study. The data from the respondents’ responses were
compiled in Google Sheet. The respondents ended up categorized based on the groups of their
dependancy Based on Brunborg et al. (2015), ranging from problematic to addicted.
Adhering to the classification, the examine used several linear regression Investigation making use of IBM
SPSS to test the hypotheses.
Info Assessment
The information Investigation implemented a many linear regression to check out the correlation
concerning variables, including the dependent and unbiased variables. It used IBM SPSS.
Final results AND Dialogue
Outcomes
The instruments were dispersed through a Google Form backlink into the Senior Highschool
students in Ngawi District, Indonesia with the support on the counseling instructors. The
study was held from 31 August to 10 September 2020. The outline of the tendencies of
movie game dependancy Among the many adolescents in Ngawi District is presented in Table 1.
A total of 1,046 youngsters aged all around fourteen to 19 a long time that consisted of four hundred males and
646 ladies stated their consent to engage in this research. Brunborg et al. (2015) categorised
the tendencies of video match habit into four groups. A complete of 136 teenagers (13%)
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showed the tendencies of video video game dependancy in two classes, together with problematic and
addicted. They consisted of 86 males and 50 women. The normal rating on the problematic
and addicted category generated M = 19.404 and SD = three.forty.
Concerning the video clip recreation dependancy dependant on the properties of regulatory focus
Together with the problematic and addicted classification, ninety three adolescents (68.4%) possessed marketing focus,
whilst forty three young people (31.6%) tended to possess prevention concentration. The common score in the
regulatory target of your young people with problematic and addicted classification produced M= 51.fifteen
and SD = 6.51. Concerning the interpersonal competence, seventy seven teens (fifty six.six%) possessed significant
interpersonal competence, whilst fifty nine (43.four%) possessed lower interpersonal competence. The
normal score in their interpersonal competence from the problematic and addicted class was
M = 124.fifty six and SD = 19.71.
Continuing the Investigation, a several linear regression model was placed on recognize the
correlation among regulatory target and interpersonal competence towards the tendencies of
video clip match addiction amid adolescents throughout the problematic and addicted classification. The
hypotheses ended up examined and stated suitable to be adopted up with a number of linear
regression Assessment.
The a number of linear regression effects (Desk three) verified that regulatory concentrate and
interpersonal competence were being the predictors of the tendencies of video clip activity addiction
amongst young adults. The correlation of your variances was four.5% with File (2.133) = 3.348 and p >
.05. In the meantime, the regulatory aim significantly contributed to your model (B = -.a hundred and p <
.05). Conversely, individual competence insignificantly contributed towards the product (B = -
.008 and p = .633).
Table 1. Individuals Demographical Information (N = 136)
Variables File M SD %
Adolescents with tendencies of video clip game dependancy 136 19.404 three.400 100
Category (problematic) 120 88.2
Class (addicted) sixteen 11,eight
fourteen to 19 yrs old 136 sixteen.029 .698 one hundred
Gender
Male 86 sixty three.2
Male fifty 36.8
Regulatory target 136 fifty one.147 six.506 a hundred
Marketing target 93 68.four
Prevention aim 43 31.6
Interpersonal competence 136 124.551 19.713 100
High seventy seven 56.six
Very low fifty nine 43.four
Table two. Design Summary
Design R R Sq. Modified R Sq. Std. Mistake from the Estimate File Alter df1 df2 p
1 .212a
.045 .031 three.348 3.a hundred and forty 2 133 .046
Notice:
Predictors = (frequent), interpersonal competence, regulatory focus
Dependent variable = tendencies of online video video game habit
Table three. Coefficients
Variables
Unstandardized Coefficients Standardized Coefficients
t p
B Std. Mistake Beta
(Frequent) twenty five.472 10.162 .000
Regulatory concentrate -.100 .048 -.192 -2.091 .038
Interpersonal competence -.008 .016 -.004 -.478 .633
Observe:
Dependent variable = tendencies of movie recreation habit
Predicting Video clip Match Addiction: The results of Composite Regulatory Concentration and
Interpersonal Competence Among the Indonesian Young people All through COVID-19 Pandemic
72 Islamic Steerage and Counseling Journal
Vol. 4, No. 1, pp. 67-seventy seven, January 2021
Dialogue
The survey on the online video match addiction in Ngawi District, Indonesia discovered that 13%
on the adolescents tended to encounter habit within the problematic and addicted group.
During the pandemic, the video clip recreation dependancy instances improved by two.eighty five%, compared to the
initial report that was only ten.fifteen% (Detik.com, 2020; Jap et al., 2013). The same increase was
also described by China along with the UK (Nicola et al., 2020; Solar et al., 2020).
The social constraints and lockdown guidelines executed from the Indonesian
Governing administration have hindered the general public every day things to do. Therefore, online