Cyberbullying : Harga Diri, Dan Invisibility, Dissociative Imagination, Minimization Of Status & Authority Pada Pengguna Game Multiplayer Online
Abstract
Penelitian ini bertujuan untuk mengetahui pengaruh harga diri dan invisibility, dissociative imagination, minimization of status & suthority terhadap cyberbullying pada pengguna game multiplayer online. Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan Teknik sampling nonprobability sampling menggunakan teknik incidental sampling. Penelitian ini menggunakan analisis regresi berganda. Populasi penelitian ini yaitu pengguna game multiplayer online sebanyak 109 responden. Hasil dari penelitian ini adalah terdapat pengaruh simultan harga diri dan invisibility, dissociative imagination, minimization of status & suthority terhadap cyberbullying Pada Pengguna game multiplayer online dengan nilai signifikansi sebesar 0,000 (p<0,05). Pada analisis uji regresi H2 diterima artinya terdapat pengaruh harga diri terhadap cyberbullying. H3 ditolak artinya tidak terdapat pengaruh invisibility terhadap cyberbullying. H4 ditolak artinya tidak terdapat pengaruh dissociative imagination terhadap cyberbullying. H5 diterima artinya terdapat pengaruh minimization of status & authority terhadap cyberbullying. Hasil Uji Square (R2) menunjukkan angka sebesar 0,226, yang berarti variabel harga diri dan variabel invisibility, dissociative imagination, minimization of status & suthority memberikan sumbangan sebesar 22,6% terhadap variabel cyberbullying, sedangkan sisanya sebesar 77,4% dipengaruhi oleh variabel lain yang ditidak diteliti pada penelitian ini. Untuk penelitian selanjutnya untuk dapat menggunakan variabel lain yang tidak diteliti pada penelitian ini seperti kematangan emosi, dukungan orangtua, dan intensitas bermain game, Serta memperluas populasi subjek, dimana hal tersebut dapat menambah data yang diperoleh menjadi luas.
References
AERA, A. & N. (1999). Standards: Educational and Psychological Testing. Washington: American Educational Research Association.
Agustina, J.R. 2015. Understanding Cyber Victimization: Digital Architectures and the Disinhibition Effect. International Journal of Cyber Criminology, 9:35-54
Akbar, J., Huang, T. W., Anwar, F. (2014). The development of cyberbullying scale to investigate bullies among adolescents. Journal of Educational Science & Psychology. 1(1), 1-9.
Alisah, L., & Manalu, R. (2018). Studi Fenomenologis Memahami Pengalaman Cyberbullying pada Remaja. Universitas Diponegoro.
Alsawalqa, R.O. (2021). Cyberbullying, social stigma, and self-esteem: the impact of COVID-19 on students from East and Southeast Asia at the University of Jordan. Heliyon, 7.
AlterLife. (2021). Cyberbullying in games — an issue affecting gamers worldwide. Diakses pada 26 Agustus 2022, dari https://alterlife.medium.com/cyberbullying-in-games-an-issue-affecting-gamers-worldwide-84f6753b398e
Amry, H., & Pratama, M. (2021). Pengaruh Anonimitas terhadap Cyberbullying pada Penggemar K-Pop Twitter. Nusantara: Jurnal Ilmu Pengetahuan Sosial, 8(1), 262-270.
Arifin, Zainal. (2014). Penelitian Pendidikan: Metode dan Paradigma Baru. Bandung: Remaja Rosdakarya.
Azwar, S. 2011. Dasar-Dasar Psikometri. Yogyakarta: Pustaka Pelajar.
Azwar, Saifuddin. 2014. Metode Penelitian. Yogyakarta: Pustaka Pelajar.
Azwar, Saifuddin. 2017. Metode Penelitian. Yogyakarta: Pustaka Pelajar.
Ballard, M. E., & Welch, K. M. (2015). Virtual warfare: Cyberbullying and cyber-victimization in MMOG Play. Games and Culture. Advance online publication. doi: 10.1177/1555412015592473
Balakrishnan, V., & Fernandez, T. (2018). Self-esteem, empathy and their impacts on cyberbullying among young adults. Telematics and Informatics, 35(7), 2028-2037.
Boyle, E. A., et al. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178-192.
Brack, K., & Caltabiano, N. (2014). Cyberbullying and self-esteem in Australian adults. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 8.
Brooks, F. M., Chester, K. L., Smeeton, N. C., & Spencer, N. H. (2016). Video gaming in adolescence: factors associated with leisure time use. Journal of Youth Studies, 19, 36-54.
Cheung, Christy M.K., Wong, Randy Yee Man and Chan, Tommy (2020). Online disinhibition: conceptualization, measurement, and implications for online deviant behavior. Industrial Management & Data Systems, 121 (1). 48-64. ISSN 0263-5577.
Cheung, C. M., Wong, R. Y. M., & Chan, T. K. (2016). Online disinhibition: conceptualization, measurement, and relation to aggressive behaviors. Thirty Seventh International Conference on Information Systems, Dublin. 1-10.
Cook, S. (2022). Cyberbullying facts and statistics for 2018 – 2022. Diakses pada 30 Agustus 2022, dari https://www.comparitech.com/internet-providers/cyberbullying-statistics/#Cyberbullying_facts_and_statistics_for_2018-2022
Efendi, N. Aziz. Faktor Penyebab Bermain Game Online Dan Dampak Negatifnya Bagi Pelajar, Naskah Publikasi,(2014), 2.
Febriana, S. K. T. (2019). Cyber Incivility Perpetrator: The Influenced of Dissociative Anonimity, Invisibility, Asychronicity, and Dissociative Imagination. Journal of Physics: Conference Series (Vol. 1175, No. 1, p. 012238). IOP Publishing.
Fryling, M., Cotler, J. L., Rivituso, J., Mathews, L., & Pratico, S. (2015). Cyberbullying or normal game play? Impact of age, gender, and experience on cyberbullying in multi-player online gaming environments: Perceptions from one gaming forum. Journal of Information Systems Applied Research, 8(1), 4.
Ghozali, Imam. 2018. Aplikasi Analisis Multivariate dengan Program IBM SPSS 25. Badan Penerbit Universitas Diponegoro: Semarang
Gunawan, M. Ali. (2015). STATISTIK PENELITIAN Bidang Pendidikan, Psikologi dan Sosial. Yogyakarta:Parama Publishing.
Hamm MP, Newton AS, Chisholm A, Shulhan J, Milne A, Sundar P, et al. (2015) Prevalence and effect of cyberbullying on children and young people: a scoping review of social media studies. JAMA Pediatr. Aug;169(8):770–7
Hanish, L. D., & Guerra, N. G. (2000). Children who get victimized at school: What is known? What can be done?. Professional School Counseling, 4, 113-119.
Hasan, F. W. (2019). 5 Etika Main Game Online Ini Wajib Dipahami, Simpel dan Penuh Makna. diakses pada 12 Juli 2022, dari https://www.idntimes.com/tech/games/faris-wafiq-hasan/5-etika-main-game-online-ini-wajib-dipahami-simpel-dan-penuh-makna-c1c2?page=all
Helfrich, E. L., Doty, J. L., Su, Y. W., Yourell, J. L., & Gabrielli, J. (2020). Parental views on preventing and minimizing negative effects of cyberbullying. Children and Youth Services Review, 118, 105377.
Hertz, Marci F.; and David-Ferdon, Corinne (2008).Electronic Media and Youth Violence: A CDC Issue Brief for Educators and Caregivers. Atlanta (GA): Centers for Disease Control
Hinduja, S., & Patchin, J. W. (2019). Connecting adolescent suicide to the severity of bullying and cyberbullying. Journal of school violence, 18(3), 333-346. DOI: 10.1080/15388220.2018.1492417
Hinton, P. R., Brownlow, C., Mcmurray, I. & Cozens, B. 2004. SPSS explained, East Sussex, England, Routledge Inc.
Hinton, P. R, McMurray, I & Brownlow, C. 2014. SPSS Explained Second edition. New York: Routledge.
Hootsuite (We are Social). (2020). Digital 2020. Wearesocial.Com.
https://wearesocial.com/blog/2020/01/digital-2020-3-8-billion-people-usesocial-media
Kordyaka, B. and Kruse, B. (2021), "Curing toxicity – developing design principles to buffer toxic behaviour in massive multiplayer online games", Safer Communities, 20 (3), pp. 133-149. https://doi.org/10.1108/SC-10-2020-0037
Kowalski, R. M., Giumetti, G. W., Schroeder, A. N., & Lattanner, M. R. (2014). Bullying in the Digital Age : A Critical Review and Meta-Analysis of Cyberbullying Research Among Youth. Psychological Bulletin, 140 (4)(November), 1073–1137. https://doi.org/10.1037/a0035618
Kurniawan, A.G. (2016). Metode Penelitian Kuantitatif. Pandiva Buku.
Lai, C., & Tsai, C.-H. (2016). Cyberbullying in the Social Networking Sites : An Online Disinhibition Effect Perspective.
Lapidot-Lefler N, Barak A. (2012). Effects of anonymity, invisibility, and lack of eye-contact on toxic online disinhibition. Comput Human Behav [Internet].28(2):434–43. Available from: http://dx.doi.org/10.1016/j.chb.2011.10.014
Lenhart, A., Duggan, M., Perrin, A., Stepler, R., Rainie, L., & Parker, K. (2015). Teen, social
media and technology overview 2015. PEW Research Center.
Lenhart, A., Smith, A.., Anderson, M., Duggan, M., & Perrin, A., (2015). Teens, technology and friendships. Pew Research Center.
Mawardah, M., & Adiyanti, M. (2014). Regulasi Emosi dan Kelompok Teman Sebaya Pelaku Cyberbullying. Jurnal Psikologi. 41(1), 60. https://doi.org/10.22146/jpsi.6958
McInroy, L. B., & Mishna, F. (2017). Cyberbullying on online gaming platforms for children and youth. Child and adolescent social work journal, 34(6), 597-607.
Meinarno, E. A., & Sarwono, S. W. (Eds.) (2018). Psikologi Sosial Edisi 2. Salemba Humanika. Ketergantungan online game dan penanganannya. R Syahran. Jurnal Psikologi Pendidikan & Konseling 1 (1), 2015. 140, 2015.
Merriam-Webster. (2016). Trash talk. Merriam-Webster.com. diakses pada 10 Juni 2022 dari: http://www.merriam-webster.com/dictionary/trash%20talk
Merrill, R. M., & Hanson, C. L. (2016). Risk and protective factors associated with being bullied on school property compared with cyberbullied. BMC Public Health, 1–10. https://doi.org/10.1186/s12889-016-2833-3
Mishna, F., et al (2016). Prevalence, motivations, and social, mental health and health consequences of cyberbullying among school-aged children and youth: protocol of a longitudinal and multi-perspective mixed method study. JMIR Research Protocols, 5(2), e83. doi: 10.2196/resprot.5292
Modecki, K. L., et al. (2014) Bullying prevalence across contexts: A meta-analysis measuring cyber and traditional bullying. Journal of Adolescent Health, 55, 602-611.
Muzdalifah, F. (2020). Negative Emotional State dan Cyberbullying Pada Mahasiswa. JPPP-Jurnal Penelitian dan Pengukuran Psikologi, 9(1), 41-49. https://doi.org/10.21009/JPPP.091.07
Nurjanah, S. (2014). Pengaruh penggunaan media sosial facebook terhadap perilaku cyberbullying pada siswa SMAN 12 Pekanbaru. Jom FISIP, 1(2).
Olweus, D. (1991). Bully/victim problems among schoolchildren: Basic facts and effects of a school based intervention program. In D. J. Pepler & K. H. Rubin (Eds.), The development and treatment of childhood aggression (pp.411-448). Hillsdale, NJ: Lawrence Erlbaum Associates.
Palermiti, A. L., Servidio, R., Bartolo, M. G., & Costabile, A. (2017). Cyberbullying and self-esteem: An Italian study. Computers in Human Behavior, 69, 136-141.
Pandie, M. M., & Weismann, I. T. J. (2016). Pengaruh Cyberbullying Di Media Sosial Terhadap Perilaku Reaktif Sebagai Pelaku Maupun Sebagai Korban Cyberbullying Pada Siswa Kristen SMP Nasional Makassar. Jurnal Jaffray, 14(1), 43–62. https://doi.org/10.25278/jj.v14i1.188.43-62
Patchin, J. W. (2018). Are “Gamers” More Likely to be “Bullies”?. Diakses pada 26 Agustus 2022, dari https://cyberbullying.org/are-gamers-more-likely-to-be-bullies
Patchin, J. W., & Hinduja, S. (2010). Cyberbullying and self‐esteem. Journal of school health, 80(12), 614-621.
Patchin, J. W., & Hinduja, S. (2015). Measuring cyberbullying: Implications for research. Aggression and Violent Behavior, 23, 69-74.
Putri, I. A., & Pratama, M. (2021). Hubungan Kepercayaan Diri Terhadap Perilaku Cyberbullying Media Sosial Pada Remaja. Nusantara : Jurnal Ilmu Pengetahuan Sosial, 8(3), 125-133.
Rachmatan, R., & Rayyan, R. (2017). Harga Diri dan Perundungan Siber pada Remaja. INSAN Jurnal Psikologi Dan Kesehatan Mental, 2(2), 120-126.
Rosenberg, M. (1965). Society and the adolescent self-image. Princeton, NJ:Princeton University Press.
Rumra, N. S., & Rahayu, B. A. (2021). Perilaku Cyberbullying pada Remaja. Jurnal Ilmiah Kesehatan Jiwa, 3(1), 41-48.
Safaria, T., & Rizal, I. (2019). Extraversion, secure attachment dan perilaku cyberbullying. Jurnal psikologi sosial, 17(2), 96-103.
Sari, R. N. (2016). Kecerdasan Emosi, Anonimitas dan Cyberbullying (Bully Dunia Maya). Persona: Jurnal Psikologi Indonesia, 5(01).
Satalina, D. (2014). Kecenderungan Perilaku Cyberbullying ditinjau dari Tipe Kepribadian Ekstrovert dan Introvert. Jurnal Ilmiah Psikologi Terapan, 2 (2)(Januari), 294-310. https://repositories.lib.utexas.edu/handle/2152/39127%0Ahttps://cris.brighton.ac.uk/ws/portalfiles/portal/4755978/Julius+Ojebode%27s+Thesis.pdf%0Ausir.salford.ac.uk/29369/1/Angela_Darvill_thesis_esubmission.pdf%0Ahttps://dspace.lboro.ac.uk/dspace-jspui/ha
Schultze-Krumbholz, A., Hess, M., Pfetsch, J., Scheithauer, H. (2018). Who is involved in cyberbullying? Latent class analysis of cyberbullying roles and their associations with aggression, self-esteem, and empathy. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 12(4), article 2. https://doi.org/10.5817/CP2018-4-2.
Srisayekti, W., & Setiady, D. A. (2015). Harga-diri (self-esteem) terancam dan perilaku menghindar. Jurnal psikologi, 42(2), 141-156.
Stewart, R. W., Drescher, C. F., Maack, D. J., Ebesutani, C., & Young, J. (2014). The development and psychometric investigation of the Cyberbullying Scale. Journal of interpersonal violence, 29(12), 2218-2238.
Sudaryono. (2017). Metodologi penelitian. Jakarta: Rajawali Press.
Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Edisi ke 19. Alfabeta.
Suler, J. (2004). The online disinhibition effect. Cyberpsychology & behavior, 7(3), 321-326.
Syahran, R. (2015). Ketergantungan online game dan penanganannya. Jurnal Psikologi Pendidikan & Konseling, 1(1).
Udris, R. (2014). Cyberbullying among high school students in Japan : Development and validation of the Online Disinhibition Scale. Computers in Human Behavior, 41, 253-261. https://doi.org/10.1016/j.chb.2014.09.036
Varjas, K., Talley, J., Meyers, J., Parris, L., & Cutts, H. (2010). High school students’ perceptions of motivations for cyberbullying: an exploratory study. Berkeley Planning Journal, 11(3), 217-220. https://doi.org/10.5811/westjem.2011.5.6700
Varghese, M. E., & Pistole, M. C. (2017). College student cyberbullying: Self‐esteem, depression, loneliness, and attachment. Journal of College Counseling, 20(1), 7-21.
Van Meurs, R. L. M. (2011). Playing along your friends: Asynchronity and the social in social network games (Master's thesis).
Valkenburg, P. M., & Peter, J. (2011). Online communication among adolescents: An integrated model of its attraction, opportunities, and risks. Journal of adolescent health, 48(2), 121-127.
Voggeser, B. J., Singh, R. K., & Göritz, A. S. (2018). Self-control in online discussions: Disinhibited online behavior as a failure to recognize social cues. Frontiers in Psychology, 8, 2372.
Wang, M. J., Yogeeswaran, K., Andrews, N. P., Hawi, D. R., & Sibley, C. G. (2019). How common is cyberbullying among adults? Exploring gender, ethnic, and age differences in the prevalence of cyberbullying. Cyberpsychology, Behavior, and Social Networking, 22(11), 736-741.
Wendt, G., Silva, M., Kovas, Y., & Blonewski, T (2018). Links between cyberbullying, depression and self-esteem in a sample of Brazilian adolescents. The European Proceedings of Social & Behavioural Sciences, 1-12. https://dx.doi.org/10.15405/ epsbs.2018.11.02.90
Wijayanti, S. (2015). Penerapan Latihan Asertif untuk Meningkatkan Self-esteem Korban Verbal Bullying pada Siswa Kelas XI SMA Negeri 11 Surabaya (Doctoral dissertation, State University of Surabaya).
Winda, R. (2022). Pengaruh self-compassion dan self-esteem terhadap perilaku cyberbullying pada mahasiswa teknologi informasi di lingkungan ikip pgri pontianak (Doctoral dissertation, IKIP PGRI PONTIANAK).
Wu, S., Lin, T.-C. and Shih, J.-F. (2017). “Examining the antecedents of online disinhibition,”Information Technology & People, Vol. 30, No. 1, pp. 189-209.
Yusuf, M. (2017). Metode Penelitian Kuantitatif, Kualitatif, dan Penelitian Gabungan. Edisi ke 4. Kencana.


