hasil penelitian pengaruh jenis video game terhadap

20
II HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP PERILAKU PROSOSIAL PADA PEMAIN VIDEO GAME LAKI-LAKI DI BEBERAPA WARNET (WARUNG INTERNET) BESAR KOTA MALANG KARYA TULIS AKHIR Diajukan kepada Universitas Muhammadiyah Malang untuk Memenuhi Salah Satu Persyaratan dalam Menyelesaikan Program Sarjana Fakultas Kedokteran Oleh: RONTIKA KHOIR OKTAVANI 201510330311116 UNIVERSITAS MUHAMMADIYAH MALANG FAKULTAS KEDOKTERAN 2019

Upload: others

Post on 06-Jun-2022

7 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

II

HASIL PENELITIAN

PENGARUH JENIS VIDEO GAME TERHADAP PERILAKU PROSOSIAL

PADA PEMAIN VIDEO GAME LAKI-LAKI DI BEBERAPA WARNET

(WARUNG INTERNET) BESAR KOTA MALANG

KARYA TULIS AKHIR

Diajukan kepada

Universitas Muhammadiyah Malang

untuk Memenuhi Salah Satu Persyaratan

dalam Menyelesaikan Program Sarjana

Fakultas Kedokteran

Oleh:

RONTIKA KHOIR OKTAVANI

201510330311116

UNIVERSITAS MUHAMMADIYAH MALANG

FAKULTAS KEDOKTERAN

2019

Page 2: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

iii

Page 3: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

iv

Page 4: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

v

Page 5: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

vi

KATA PENGANTAR

Puji syukur penulis panjatkan kehadirat Allah SWT karena atas berkat dan

rahmat-Nya, penulis telah berhasil menyelesaikan proposal penelitian yang

berjudul “Pengaruh Jenis Video Game terhadap Perilaku Prososial Pemain Video

Game Laki-Laki di Warnet (Warung Internet) Kota Malang”. Penulisan penelitian

ini dilakukan dalam rangka memenuhi salah satu syarat untuk mencapai gelar

Sarjana Kedokteran Jurusan Pendidikan Dokter pada Fakultas Kedokteran

Universitas Muhammadiyah Malang.

Penulis menyadari bahwa penyusunan proposal penelitian ini jauh dari

sempurna. Tanpa bantuan dan dorongan dari berbagai pihak, sangatlah tidak mudah

menjalani masa perkuliahan hingga pada penyusunan karya tulis akhir ini.

Akhir kata penulis berharap adanya saran dan kritik yang membangun dan

semoga penelitian ini dapat menambah wawasan serta bermanfaat bagi semua pihak.

Malang, 21 Juni 2019

Penulis

Page 6: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

vii

LEMBAR PERSEMBAHAN

1. Kedua orang tua tercinta Ayah saya Ali Imron dan Mama saya Luluk

Kartikaningsih yang telah memberikan kasih sayang, motivasi dan doa yang

tiada henti sepanjang hidup, serta adik-adikku Nevi dan Robal yang telah

memberikan dukungan, semangat dan doanya untuk kelancaran tugas akhir ini.

2. Dr. dr. Meddy Setiawan, Sp.PD selaku Dekan Fakultas Kedokteran

Muhammadiyah beserta jajarannya.

3. dr. Iwan Sis Indrawanto Sp.KJ, selaku dosen pembimbing I yang telah

memberikan waktu, kesabaran dan masukan selama bimbingan yang sangat

membantu dalam menyelesaikan tugas akhir ini dengan baik.

4. dr. Moch. Aleq Sander, M.Kes, Sp.B, FINACS, selaku dosen pembimbing II

yang telah meluangkan waktu dan kesabaran selama bimbingan serta motivasi

yang sangat membantu dalam menyelesaikan tugas akhir ini dengan baik.

5. dr. Alfa Sylvestris, Sp.M, selaku dosen penguji yang telah meluangkan waktu

dan memberikan banyak masukan untuk menyelesaikan tugas akhir ini.

6. Segenap dosen pengajar di Fakultas Kedokteran Unversitas Muhammadiyah

Malang yang telah memberikan bekal ilmu pengetahuan dan nasehat dunia

serta pengalaman selama perkuliahan

7. MEARS (Medical and Health Research) Fakultas Kedokteran Universitas

Muhammadiyah Malang, dr. Irma Nur Sukma dan dr. Gita Sekar Prihanti,

M.Pd.Ked selaku pembimbing komisi ilmiah saya

8. Staff Laboratorium Biomedik dan segenap staff Tata Usaha Fakultas

Kedokteran Universitas Muhammadiyah Malang yang telah membantu setiap

proses demi kelancaran tugas akhir ini

Page 7: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

viii

9. Ghea Aprillia selaku patner saya dalam penelitian yang selalu memotivasi dan

mendukung saya dalam menyelesaikan tugas akhir ini

10. Ghea Aprillia, Naswa Arvieda, Nur Shafiya, Rifqi Zumadilla, Aisyah Sari,

Devi Permatasari, Ully Eend, Sefila Agus, Dessy Prawesti, dan Adi yang selalu

mendengarkan keluh kesah dan memotivasi saya untuk menyelesaikan skripsi

ini.

11. Teman grup belajar “S.Ked Soon” dan “Seger” yang membantu saya dalam

menyelesaikan pendidikan ini dengan baik.

12. Aditya Mahendra yang menemani saya dan Ghea ke beberapa warnet saat

penelitian pada malam hari

13. Teman sejawat FK UMM angkatan 2015 “Metacarpalis” yang memberi cerita

dan kebersamaan selama masa perkuliahan ini. Semoga kita semua sukses

dunia akhirat, menjadi dokter yang berguna bagi masyarakat, agama, bangsa

dan negara.

14. Semua pihak yang telah membantu secara langsung maupun tidak langsung,

yang tidak bisa disebutkan satu persatu

Page 8: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

ix

ABSTRAK

Oktavani, Rontika Khoir. Pengaruh Jenis Video Game terhadap Perilaku Prososial

Pemain Video Game Laki-Laki di Beberapa Warnet (Warung Internet ) Besar

Kota Malang. Tugas Akhir. Fakultas Kedokteran, Universitas

Muhammadiyah Malang. Pembimbing: (I) dr. Iwan Sis Indrawanto, Sp.KJ,

(II) dr. Moch. Aleq Sander, M.Kes, Sp.B, FINACS.

Latar belakang: Kasus bullying juga menjadi isu yang berkembang pesat di dunia

bahkan di Indonesia. Sebanyak 20,9% siswa di Jakarta mengaku pernah menjadi

korban bullying di sekolah dan sebanyak 12.3% pernah mengalami bullying di luar

lingkungan sekolah. Dibutuhkan pendekatan positif untuk meningkatkan perilaku

prososial untuk mencegah kasus bullying tersebut salah satunya dengan media

video game jenis prososial.

Tujuan: Mengetahui pengaruh jenis video game prososial terhadap perilaku

prososial pemain video game di warnet kota Malang.

Metode: Analitik observasional dengan pendekatan cross-sectional yang

menggunakan teknik purposive sampling. Jumlah sampel yang digunakan sebanyak

82 pemain. Pengambilan data jenis video game dan skala perilaku prososial

menggunakan kuesioner yang telah divalidasi. Analisis data menggunakan uji Chi-

Square dan regresi logistik.

Hasil penelitian: Hasil uji chi-square didapatkan p=0,001 (p<0,05) yang berarti

terdapat pengaruh jenis video game dengan perilaku prososial. Hasil uji regresi

logistik nilai OR pada prososial video game adalah 5,314 sehingga memainkan

prososial video game akan meningkatkan perilaku prososial 5,31 kalinya

dibandingkan seseorang yang memainkan violent video game.

Kesimpulan: Terdapat pengaruh antara jenis video game terhadap perilaku

prososial pemain video game di warnet kota Malang.

Kata kunci: prososial video game, perilaku prososial, youth age.

Page 9: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

x

ABSTRACT

Oktavani, Rontika Khoir. 2019. The Effect of Video Game Types on The Prosocial

Behavior of Male Video Game Players in Several Big Internet Cafes in

Malang. Final Assignment, Medical Faculty, University of Muhammadiyah

Malang. Advisors: (I) dr. Iwan Sis Indrawanto, Sp.KJ, (II) dr. Moch. Aleq

Sander, M.Kes, Sp.B, FINACS.

Background: Bullying cases are growing issue rapidly in the world even in

Indonesia. As many as 20.9% of students in Jakarta claimed to have experienced

bullying in school and 12.3% had experienced bullying outside the school

environment. A positive approach is needed to improve prosocial behavior to

prevent bullying cases which is by using prosocial video game

Objective: To determine the effect of prosocial video game types on the prosocial

behavior of video game players in Malang internet cafes.

Methods: Analytical observational research using cross-sectional approach. The

sampling technique used purposive sampling. The total of the sample was 82 video

game players. The data of the video game types and prosocial behavior scale were

collected using questionnaires that already validated. The data were analyzed by

Chi-Square test and logistic regression.

Results: The result of Chi-Square test showed that p=0.001 (<0.05), so there was

an effect between video game types and prosocial behavior. The result of logistic

regression showed that OR of prosocial video game is 5.314, so playing prosocial

video game will enhance prosocial behavior 5.31 times than playing violent video

game.

Conclusions: There was an effect between prosocial video game types on the

prosocial behavior of video game players in Malang internet cafes.

Keywords: prosocial video game, prosocial behavior, youth age.

Page 10: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

xi

DAFTAR ISI

Halaman

HALAMAN JUDUL ...................................................................................... i

LEMBAR PENGESAHAN .......................................................................... iii

PERNYATAAN ORISINALITAS ............................................................... iv

LEMBAR PENGUJIAN ................................................................................ v

KATA PENGANTAR .................................................................................. vi

LEMBAR PERSEMBAHAN ...................................................................... vii

ABSTRAK .................................................................................................... ix

ABSTRACT ..................................................................................................... x

DAFTAR ISI ................................................................................................ xii

DAFTAR TABEL ....................................................................................... xiv

DAFTAR GAMBAR ................................................................................... xv

DAFTAR SINGKATAN ............................................................................ xvi

BAB 1 PENDAHULUAN ............................................................................. 1

1.1 Latar Belakang ............................................................................. 1

1.2 Rumusan Masalah ........................................................................ 2

1.3 Tujuan Penelitian ......................................................................... 2

1.3.1 Tujuan Umum…………………………………………......2

1.3.2 Tujuan Khusus ………………………………………........2

1.4 Manfaat Penelitian ....................................................................... 3

1.4.1 Akademis ............................................................................ 3

1.4.2 Klinisi .................................................................................. 3

1.4.3 Masyarakat .......................................................................... 3

BAB 2 TINJAUAN PUSTAKA .................................................................... 4

2.1 Video Game .................................................................................. 4

2.1.1 Definisi ................................................................................ 4

2.1.2 Perkembangan Video Game ................................................ 4

2.1.3 Jenis Video Game ................................................................ 4

2.1.4 Pemain Video Game ............................................................ 5

2.1.5 Dampak Bermain Video Game............................................ 6

Page 11: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

xii

2.1.4.1 Dampak Positif ........................................................ 6

2.1.4.2 Dampak Negatif .................................................... 10

2.2 Perilaku Prososial ....................................................................... 11

2.2.1 Definisi .............................................................................. 11

2.2.2 Aspek-aspek Perilaku Prososial ........................................ 12

2.2.3 Faktor-faktor Penentu Perilaku Prososial.......................... 12

2.3 Video Game Terhadap Perilaku Prososial .................................. 13

BAB 3 KERANGKA KONSEP DAN HIPOTESIS .................................... 15

3.1 Kerangka Konsep ....................................................................... 15

3.2 Hipotesis Penelitian .................................................................... 16

BAB 4 METODE PENELITIAN................................................................. 17

4.1 Jenis dan Rancangan Penelitian ................................................. 17

4.2 Lokasi dan Waktu Penelitian ..................................................... 17

4.3 Populasi dan Sampel .................................................................. 17

4.3.1 Populasi ............................................................................. 17

4.3.2 Sampel ............................................................................... 17

4.3.3 Karakteristik Sampel Penelitian ........................................ 17

4.3.4 Besar Sampel ..................................................................... 18

4.3.5 Teknik Pengambilan Sampel............................................. 19

4.4 Variabel Penelitian ..................................................................... 19

4.4.1 Variabel Bebas .................................................................. 19

4.4.2 Variabel Tergantung.......................................................... 19

4.5 Definisi Operasional................................................................... 19

4.6 Instrumen Penelitian................................................................... 20

4.7 Prosedur Penelitian..................................................................... 21

4.8 Analisis Data .............................................................................. 21

4.9 Alur Penelitian ........................................................................... 22

4.10 Jadwal Penelitian ..................................................................... 22

BAB 5 HASIL PENELITIAN DAN ANALISIS DATA ............................ 23

5.1 Hasil Penelitian .......................................................................... 23

5.1.1 Deskripsi Karakteristik Sampel ......................................... 23

5.1.2 Distribusi Frekuensi Usia Responden ............................... 24

Page 12: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

xiii

5.1.3 Distribusi Frekuensi Intensitas Bermain Video Game ...... 24

5.1.4 Distribusi Frekuensi Jenis Video Game ............................ 24

5.1.5 Distribusi Frekuensi Perilaku Prososial ............................ 24

5.2 Tabulasi Silang antara Jenis Video Game dengan Perilaku

Prososial ..................................................................................... 25

5.3 Analisis Data .............................................................................. 26

5.3.1 Hasil Output Chi-Square ................................................... 26

5.3.2 Hasil Output Regresi Logistik ........................................... 26

BAB 6 PEMBAHASAN .............................................................................. 28

BAB 7 KESIMPULAN DAN SARAN ....................................................... 33

7.1 Kesimpulan ................................................................................ 33

7.2 Saran ........................................................................................... 33

DAFTAR PUSTAKA .................................................................................. 35

LAMPIRAN ................................................................................................. 39

Page 13: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

xiv

DAFTAR TABEL

Halaman

4.1 Jadwal Penelitian ......................................................................................25

5.1 Distribusi Data ..........................................................................................26

5.2 Tabulasi Silang antara Jenis Video Game dengan Perilaku Prososial.......27

5.3 Hasil Output Chi-Square ...........................................................................28

5.3 Hasil Output Regresi Logistik ...................................................................29

Page 14: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

xv

DAFTAR GAMBAR

Halaman

3.1 Kerangka Konsep Penelitian ....................................................................17

4.1 Alur Penelitian ..........................................................................................24

Page 15: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

xvi

DAFTAR SINGKATAN

Warnet : Warung Internet

IGD : Internet Gaming Disorder

mPFC : Medial Prefrontal Cortex

Page 16: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

35

DAFTAR PUSTAKA

Anderson CA, Gentile DA, Brown SC, Swing EL, Prot S, 2014, The Positive and

Negative Effects of Video Game Play, Media and the Well-Being of

Children and Adolescents, pp. 109-128 [online], (diunduh tanggal 22 Mei

2018), tersedia dari: https://public.psych.iastate.edu/caa/abstracts/2010-

2014/14PAGBS

Baran B, Siyez DM, 2017, Determining Reactive and Proactive Aggression and

Empathy Levels of Middle School Students Regarding Their Video Game

Preferences, Computers in Human Behavior, Vol 72, pp.286-295 [online],

(diunduh tanggal 6 Maret 2019), tersedia dari: https://

www.sciencedirect.com/science/article/pii/S0747563217301553

Chakroff A, Young L, 2011, The Prosocial Brain: Perceiving Others in Need, and

Acting on it, Prosocial Development: A Multidimensional Approach , pp.

13-16 [online], (diunduh tanggal 6 September 2018), tersedia dari:

http://www.oxfordscholarship.com/view/10.1093/acprof:oso/97801999647

72.001.0001/acprof-9780199964772

Chung, 2015, The Globalization of Game Art in Southeast Asia, Dalam Hjorth L,

Khoo O, Routledge Handbookof New Media in Asia, pp. 402, New York:

Routledge

Entertaiment Software Association, 2018, Essential Facts About The Computer and

Video Game Industry, pp. 5-6

Feigin S, Owen G, Goodyear-Smith F, 2014, Theories of Human Altruism: A

Systematic Review, Annals of Neuroscience and Psychology, 1th edn, pp. 5

[online], (diunduh tanggal 4 Maret 2019), tersedia dari:

http://www.vipoa.org/neuropsychol

Feng W, Ramo DE, Chan SR, Burgeois JA, 2017, Internet Gaming Disorder:

Trends in Prevalence 1998-2016, Journal of Addictive Behavior, Vol 75, pp.

17-24 [online], (diunduh tanggal 1 Maret 2019), tersedia dari:

https://doi.org/10.1016/j.addbeh.2017.06.010

Ferguson CJ, 2015, Do Angry Birds Make for Angry Children? A Meta-Analysis of

Video Game Influences on Children’s and Adolescents’ Aggression, Mental

Health, Prosocial Behavior, and Academic Performance, Perspective in

Psychological Science, Vol 10, pp. 648 [online], (diunduh tanggal 5 Maret

2019), tersedia dari: https://doi.org/10.1177%2F1745691615592234

Granic, I. Lobel A, Engels RCME, 2014, The Benefits of Playing Video Games.

American Psychologist, Vol 69, pp. 66-78 [online], (diunduh tanggal 28

Februari 2018), tersedia dari: http://psycnet.apa.org/record/2013-42122-001

Grizzard MN, 2013, Cooperative Video Game Play and Generosity: Oxytocin

Production as A Causal Mechanism Regarding Prosocial Behavior

Resulting from Cooperative Video Game Play, Phd thesis, University of

Michigan [online], (diunduh tanggal 4 April 2018) tersedia dari:

https://d.lib.msu.edu/etd/96

Greitemeyer T, 2015, Everyday Sadism Predicts Violent Video Game Preferences,

Personality and Individual Differences, Vol 75, pp. 19-23 [online], (diunduh

tanggal 6 Maret 2019), tersedia dari: https://doi.org/10.1016/

j.paid.2014.10.049

Page 17: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

36

Greitemeyer T, Mugge DO, 2014, Video Games Do Affect Social Outcomes: A

Meta-Analytic Review of The Effects of Violent and Prosocial Video Game

Play, Personality & Social Psychology Bulletin, pp. 1-12 [online], (diunduh

tanggal 27 Maret 2018), tersedia dari: http://journals.sagepub.com/doi/abs/

10.1177/0146167213520459

Greitemeyer T, Osswald S, 2010, Effects of Prosocial Video Games on Prosocial

Behavior, Journal of Personality and Social Psychology, Vol 98, pp. 211–

221 [online], (diunduh tanggal 4 April 2018), tersedia dari:

https://www.ncbi.nlm.nih.gov/pubmed/20085396

Griffiths MD, 2010, Computer Game Playing and Social Skills: A Pilot Study,

Aloma, Vol 7, pp. 304 [online], (diunduh tanggal 4 April 2018), tersedia

dari: https://www.researchgate.net/publication/228614262_Computer_

game_playing_and_social_skills_A_pilot_study

Grooten J, Kowert R, 2015, Going Beyond The Game: Development of Gamer

Identities Within Societal Discouse and Virtual Space, Journal of The

Canadian Games Studies Association, Vol 9 No. 14, pp. 70-87 [online],

(diunduh tanggal 1 Maret 2019), tersedia dari: http://loading.gamestudies.ca

Heinrichs M, von Dawans B, Domers G, 2009, Oxytocin, Vasopressin, Human

Social Behavior, Journal Front Neuroendocrinol, Vol 4 No.5, pp. 48-57

[online], (diunduh tanggal 1 Maret 2019), tersedia dari: http://

https://www.ncbi.nlm.nih.gov/pubmed/19505497 Hollingdale J, Greitemeyer T, 2014, The Effect of Online Violent Video Games on

Levels of Agression, Journal PlosOne, Vol 9, Issues 11, pp. 4 [online],

(diunduh tanggal 6 Mei 2019), tersedia dari: https://

www.ncbi.nlm.nih.gov/pmc/articles/PMC4229070/pdf/pone.0111790.pdf

Israel S, Lerer E, Shalev I et al, 2009, The Oxytocin Receptor (OXTR) Contributes

to Prosocial Fund Allocations in The Dictator Game and The Social Value

Orientations Task. PLoS One, Vol 4, pp. 5 [online], (diunduh tanggal 4

April 2018), tersedia dari: https://journals.plos.org/plosone/article?

id=10.1371/journal.pone.0005535

Lay J, Hoppmann C, 2015, Altruism and Prosocial Behavior, Encyclopedia of

Geropsychology, pp. 1-5 [online], (diunduh tanggal 2 Maret 2019), tersedia

dari: doi: 10.1007/978-981-287-080-3_69-1

Liu Y, Teng Z, Lan Z, 2015, Short-Term Effects Of Prosocial Video Games On

Aggression: An Event-Related Potential Study, Frontiers in Behavioral

Neuroscience, Vol 9, pp. 193 [online], (diunduh tanggal 4 Maret 2019),

tersedia dari: https://psycnet.apa.org/record/2016-21023-001

Manesi, Z, Van Doesum NJ, Van Lange PAM, 2017, Prosocial behavior, In V.

Zeigler-Hill & T. K. Shackelford, 2017, Encyclopedia of Personality and

Individual Differences, Springer, New York [online], (diunduh tanggal 6

Maret 2019), tersedia dari: doi:10.1007/978-3-319-28099-8_1894-1

Martono Kt, 2015, Pengembangan Game dengan Menggunakan Game Engine

Game Maker, Jurnal Sistem Komputer, Vol 5, pp. 1-5 [online], (diunduh

tanggal 4 April 2018), tersedia dari: http://download.portalgaruda.org/

article.php?article=366264&val=4870&title=Pengembangan%20Game%2

0Dengan%20Menggunakan%20Game%20Engine%20Game%20Maker

MacKenzie PM, 2014, Psychopathy, Antisocial Personality & Sociopathy: The

Basics A History Review, The Forensic Examiner, pp. 5-6 [online],

Page 18: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

37

(diunduh tanggal 5 Maret 2019), tersedia dari: http://

checkedinbatesmotel.com/wp-content/uploads/2015/05/ Psychopathy -The-

Basics.pdf

McCarty SM, 2014, Promoting Prosocial Behavior to Prevent Aggression and

Bullying in Middle Schools: An environment, person, and behavior-focused

intervention, Phd thesis, Virginia Polytechnic Institute and State University

[online], (diunduh tanggal 5 Maret 2019), tersedia dari: https://

vtechworks.lib.vt.edu/bitstream/handle/10919/78136/etd-05212014-

155633_McCarty_SM_T_2014.pdf?sequence=1

Mengel F, 2014, Computer Games and Prosocial Behavior, Plos One, 9th edn, pp.

4 [online], (diunduh tanggal 4 Maret 2019), tersedia dari: doi:

10.1371/journal.pone.0094099

Paik SH, Cho H, Chun JW, Jeong JE, Kim DJ, 2017, Gaming Device Usage

Patterns Predict Internet Gaming Disorder: Comparison Across Different

Gaming Device Usage Patterns. Int. J. Environ. Res. Public Health, Vol 14

no.15, pp. 1512 [online], (diunduh tanggal 6 Maret 2019), tersedia dari:

https://www.mdpi.com/1660-4601/14/12/1512

Petry NM, Rehbein F, Gentile DA, Lemmens JS, Rumpf HJ, Mößle T, Bischof G,

Tao R, Fung DS, Borges G, Auriacombe M, González Ibáñez A, Tam P,

O'Brien CP, 2014, An International Consensus For Assessing Internet

Gaming Disorder Using The New DSM-5 Approach, Society for The Study

of Addiction, Vol 109, pp. 1399-1406 [online], (diunduh tanggal 4 Maret

2019), tersedia dari: https:// www.ncbi.nlm.nih.gov/pubmed/24456155)

Russell JA, Brunton PJ, 2017, Oxytocin: Control of Secretion by the Brain and

Central Roles, pp. 2-5 Module in Neuroscience and Biobehavioral

Psychology [online], (diunduh tanggal 4 April 2018), tersedia dari:

https://www.researchgate.net/publication/312003327_Oxytocin_Control_o

f_Secretion_by_the_Brain_and_Central_Roles

Scelsa VL, 2014, The Effect of Aggressive and Prosocial Video Games on

Aggressive and Prosocial Behavior, Phd Thesis, Trinity College, Hartford,

pp. 416 [online], (diunduh tanggal 4 April 2018), tersedia dari:

https://digitalrepository.trincoll.edu/theses/416/

Shamay-Tsoory SG, Abu-Akel A, 2016, The Social Salience Hypothesis of Oxytocin,

Biological Psychiatry, Vol 79 No 3, pp. 198 [online], (diunduh tanggal 6

Maret 2019), tersedia dari: http://www.

sciencedirect.com/science/article/pii/S0006322315006393

Sherwood L, 2018, Prinsip-prinsip Endokrinologi; Kelenjar Endokrin Sentral,

Sherwood, Lauralee, 2018, Fisiologi Manusia: Dari Sel ke Sistem, 9th edn,

EGC, Jakarta, pp. 705-706

Silke C, Brady B, Boylan C, Dolan P, 2018, Factors Influencing The Development

of Empathy and Pro-Social Behaviour Among Adolescents: A Systematic

Review, Children and Youth Services Review, Vol 94, pp. 421-436 [online],

tersedia dari: https://doi.org/10.1016/j.childyouth.2018.07.027.

Torres-Rodriguez A, Griffiths M, Carbonell X, Oberst U, 2018, Internet Gaming

Disorder in Adolescence: Psychological Characteristics of A Clinical

Sample, Journal of behavioral addictions, Vol 7, pp. 1-12 [online], (diunduh

tanggal 1 Maret 2019), tersedia dari: http://doi.org/10.1556/2006.7.2018.75.

Page 19: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

38

Van Den Eijnden, Kooning, Doornwaard, van Gurp F, Ter Bogt T, 2018, The

impact of heavy and disordered use of games and social media on

Adolescents' psychological, social, and school functioning, J Behav Addict

Vol 7, pp. 697-706. [online], (diunduh tanggal 1 Maret 2019), tersedia dari:

doi: 10.1556/2006.7.2018.65.

Velez JA, Mahood C, Ewoldsen, DR et al, 2012, Ingroup Versus Outgroup Conflict

in The Context of Violent Video Game Play: The Effect of Cooperation on

Increased Helping and Decreased Aggression. Communication Research,

Vol 41 No 5, pp. 607-626 [online], (diunduh tanggal 6 September 2018),

tersedia dari: http://journals.sagepub.com/doi/abs/10.1177/009365021

2456202

Wiguna T, Raden Irawati I, Sekartini R, Limawan A, 2016, 3.55 Bullying Among

Adolescents in Jakarta, Indonesia: A Nowadays Potraits, Journal of the

American Academy of Child & Adolescent Psychiatry , Vol 55 No 10 , pp.

159 [online], (diunduh tanggal 4 Maret 2019), tersedia dari: https://www.

jaacap.org/article/S0890-8567(16)31416-2/abstract

World Health Organization, 2018, ICD-11 International Classification of Disease

for Mortality and Morbidity Statistics [online], (diunduh tanggal 2 Maret

2019), tersedia dari: http://id.who.int/icd/entity/1448597234

World Health Organization, 2019, Adolescent Health and Development, South-East

Asia Regional Office [online], (diunduh tanggal 7 Maret 2019), tersedia dari:

http://www.searo.who.int/entity/child_adolescent/topics/adolescent_health

/en/

Zakiyah EZ, Humaedi S, Santoso MB, 2017, Faktor yang Mempengaruhi Remaja

Dalam Melakukan Bullying, Jurnal Penelitian dan PPM, Vol 4 No 2, pp. 129

[online], (diunduh tanggal 4 Maret 2019), tersedia dari: http://doi.org/

10.24198/jppm.v4i2.14352

Page 20: HASIL PENELITIAN PENGARUH JENIS VIDEO GAME TERHADAP

39

SERTIFIKAT PLAGIASI