Hubungan Perilaku Bermain Game Online Dengan Agresivitas Pada Mahasiswa Universitas Sumatera Utara Tahun 2025
The Relationship Between Online Game Playing Behavior And Aggressiveness In Mahasiswa Universitas Sumatera Utara In 2025
Abstract
Online gaming has become part of a new lifestyle for some people, both among young people and students. Currently, internet cafes (warnet) are very easy to find, both in cities and villages, and most of them provide facilities for playing online games. The number of internet users in Indonesia is very high, according to a survey conducted by the Indonesian Internet Service Providers Association (APJII). In 2022, internet usage in Indonesia showed a significant increase, reaching a very high figure of 204.7 million. This study aims to investigate the relationship between online gaming behavior and aggression among university students in North Sumatra in 2025. This is a quantitative study using a cross-sectional design. The sample size for this study was 107 participants, selected using purposive sampling. Data was collected using a questionnaire in the form of a Google Form and analyzed using univariate and bivariate analysis with the chi-square test. The results of the study indicate that there is no relationship between the frequency of online gaming and aggressiveness among university students in North Sumatra with a p-value = 1,000. There is a relationship between the duration of online gaming and aggressiveness with a p-value = 0,002. There is no relationship between interaction in online gaming and aggressiveness with a p-value = 0,123. There is a relationship between the level of anxiety in online gaming and aggressiveness, with a p-value = 0,002. From this study, it is hoped that students will be more prudent in managing their online gaming time to avoid excessive use, as prolonged gaming duration is associated with aggressive behavior.
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- Undergraduate Theses [3412]
