Subjective well-being dan perilaku kecanduan online games pada mahasiswa


  • Claudia Dian Ratna Sari Univeritas Kristen Satya Wacana, Indonesia
  • Christiana Hari Soetjiningsih Fakultas Psikologi Universitas Kristen Satya Wacana, Indonesia



This study aims to examine the relationship between Subjective Well-being and Online Games Addiction in college student. Participants were 63 Psychology Faculty students from SWCU, who played online games at least 3 hours a day, which were obtained by using a purposive sampling technique. The data collection method uses Subjective Well-being scale consisting of Manual for Multidimensional Student Life Satisfaction (MSLSS) to measure life satisfaction and Scale of Positive and Negative Experience (SPANE) to measure affect, and the Online Games Addiction Scale to measure online games addiction. Data analysis using Pearson’s product moment correlation technique showed r = -0.057 and significance value of 0.330 (p>0.05) which meant there was no relationship between Subjective Well-being and Online Games Addiction for college students.

Keywords: subjective well-being; online games addiction, students


Download data is not yet available.


Adam, E., & Rolling, A. (2010). Fundamentals of game design. (2nd ed.). Barkeley, CA: New Riders.

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sukamoto, A., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western Countries: A meta-analytic review. Psychological Bulletin, 136 (2), 151-173. doi:10.1037/a0018251.

Ardiasi, G. R., Stellarosa, Y., & Silaban, M. W. (2015). Literasi media internet dikalangan Mahasiswa. Humaniora, 6(4), 470-482

Azwar, S. (2012). Metode Penelitian. Yogyakarta. PustakaPelajar.

Azwar, S. (2018). Metode Penelitian Psikologi: Edisi ke II. Yogyakarta: PustakaPelajar.

Bessiere, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in world of warcraft. Cyberpsychology & Behavior, 10,530-535.

CNN. (2018, Desember). 3,9 Miliar Orang di Dunia TelahTerhubung Internet. Diunduh dari

Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. Cyberpsychology & Behavior, 10(4), 575-584.

Diener, E. D. (1984). Subjective well-being. Psychological Bulletin 95(3), 542-575.

Diener, E., Wirtz, D., Biswas-Diener, R., Tov, W., Kim-Prieto, C., Choi, D. W., & Oishi, S. (2009). Prof. Ed. Diener. In Assessing well-being (pp. 247-266). University of Illinois: Springer, Dordrecht.

Gaetan., Bonnet, A., & Pedinielli J. (2012). Self perception and life satisfaction in video game addiction in young adolescents. (11-14) Years Old. Psychophatologic, L’Encephale 38(6), 513-518.

Gentile, D. A. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20,94-602. doi:10.1111/j.1467-9280.2009.02340.x.

Griffiths, M. D., & Davies, M. N. O. (2005). Videogame addiction: Does it exist?.J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies (pp. 359– 368). Boston: MIT Press.

Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125.

Griffiths, M. D., & Whitty, M. W. (2010). Online behavioral tracking in internet gambling research: Ethical and methodological issues. International Journal of Internet Research Ethics, 3, 104-117.

Griffiths, M. D. (2012). Technological trends and the psychosocial impaction gambling. Casino & Gaming International, 7(1), 77-80.

Heiden, M. J., Braun, Kai. W., Muller & Egloff, B. (2019). The association between video gaming and psychological functioning. Frontiers in psychology.https://doi:10.3389/fpsyg.2019.01731.

Hu, E., Stavropoulos, V., Anderson, A., Scerri, M., &Colland, J. (2019). Internet gaming disorder: Feeling the flow of social games. Addictive Behaviors Reports.

Huebner, S.E. (2001). Manual for the multidimensional student life satisfaction scale. Diunduh dari

Johnson, D., Scholes, L., Jones, C. M., & Carras, M. C. (2013). Videogames and wellbeing: A comprehensive review. Melbourne: Young and Well Cooperative Research Centre.

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2012). Development and validation of game addiction scale for Adolescents. Media Psychology 12(1), 37-41.

Mentzoni, R. A., Bruunborg, G. S., Molde, H., Myrseth, H., Skouveroe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic video game use: estimated prevalence and associations with mental and physical health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591-596.

Molinos, M. (2016). The relationship between video game use, internet use, addiction, and subjective well-being. [Thesis Final, University of California, Riverside]. Diunduh dari https://:doi:10.13140/RG.2.2.18880.33285.

Nuyens, F., Deleuze, J., Maurage, P., Griffiths, M. D., Kuss, J. D., & Billieux, J. (2016). Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures. Journal of Behavioral Addictions 5(2), 351–356. https://:doi:10.1556/2006.5.2016.028.

Scott, J., & Amstrong, A, P. (2013). Impact of multiplayer online role-playing games upon the psychosocial well-being of adolescent and young adults: Reviewing the evidences. Psychiatric Journal.

Semestapsikometrika. (2017, September). Mengubah Skor ke Bentuk Skor Standar (Z-Score) dan Skor Terstandar T (T-Score) di SPSS. Diunduh dari

Setiawati, R., & Gunando, A. (2019). Perilaku agresif pada siswa smp yang bermain game online. Jurnal Psikologi Malahayati 1 (1), 30-34.

Teknokompas (2019, Mei). APJII: JumlahPengguna Internet di Indonesia Tembus 171 Juta Jiwa. Diunduh dari

Teknotempo. (2019, Januari). Pemain Mobile Legends Indonesia Terbanyak di Dunia. Diunduh dari

Widiarto, K. I. (2018). Hubungan Antara KesejahteraanSubjektif dan Kecanduan Game Online Pada remaja di Yogyakarta. [Naskah tidak dipublikasikan, Univeritas Islam Indonesia].

Yee, N. (2006). The psychology of MMORPGs: Emotional investment, motivations, relationship format ion, and problematic usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag.

Yee, N. (2007). Motivations of play in online games. Journal of Cyber Psychology and Behavior, 9, 772-775.


How to Cite

Ratna Sari, C. D., & Soetjiningsih, C. H. (2020). Subjective well-being dan perilaku kecanduan online games pada mahasiswa. Jurnal Spirits, 11(1), 84–98.

Citation Check