Peran Perceived stress Terhadap Adiksi Game dengan Grit Sebagai Variabel Moderasi (Studi Pada Populasi Remaja Indonesia)
The Role of Perceived stress in Game Addiction with Grit as a Moderating Variable (A Study of an Indonesian Adolescent Population)
Date
2025Author
Baressa, Andre
Advisor(s)
Tuapattinaja, Josetta Maria Remila
Metadata
Show full item recordAbstract
The increase in the number of teenagers who play games has raised concerns about the risk of gaming addiction, one of which is influenced by perceived stress. However, protective factors such as grit are thought to moderate this relationship. This study aims to examine the effect of perceived stress on gaming addiction and the role of grit as a moderating variable in Indonesian teenagers. A total of 150 adolescents aged 13–22 years who played games for at least 10 hours per week participated in the study. The instruments used were the Perceived Stress Scale (PSS-10), the Internet Gaming Disorder Scale 9 – Short Form (IGDS9-SF), and the Short Grit Scale (GRIT-S). Data analysis using SPSS 26 showed that perceived stress had a significant positive effect on game addiction (β = 0.600, p < 0.001), while grit had a significant negative effect on game addiction (β = -0.504, p < 0.001). In addition, the interaction between perceived stress and grit was significant (β = -0.145, p = 0.023), indicating that grit acts as a negative moderator. This means that in adolescents with high grit, the effect of perceived stress on game addiction becomes weaker. These findings emphasize the importance of individual factors such as grit in efforts to prevent game addiction in adolescents.
Collections
- Undergraduate Theses [1417]
