Emotional Intelligence of Teenagers Addicted to Online Games
Kecerdasan Emosional Remaja yang Kecanduan Permainan Online
DOI:
https://doi.org/10.21070/ijemd.v20i1.921Keywords:
Emotional Intelligence, Online Game Addiction, Adolescents, Behavioral Patterns, Qualitative StudyAbstract
General background: Online games have become a dominant form of entertainment for adolescents in Indonesia’s digital era. Specific background: While these games offer enjoyment, excessive use can lead to addiction and negatively affect emotional intelligence, which is crucial for adolescents’ academic and social development. Knowledge gap: Previous studies have explored the psychological and social effects of gaming, but limited research has focused on how online game addiction shapes emotional intelligence among Indonesian high school students. Aim: This study investigates the emotional intelligence profile of adolescents addicted to online games at Muhammadiyah X Taman High School. Results: Using a qualitative phenomenological method with two subjects aged 15–18 years, data collected through in-depth interviews were analyzed using Miles and Huberman’s framework. Findings reveal that both subjects demonstrate low levels of emotional intelligence, reflected in difficulties with self-awareness, emotional regulation, motivation, empathy, and social skills, which in turn disrupt their academic responsibilities and social interactions. Novelty: This study provides nuanced evidence of how intensive online gaming alters emotional and behavioral patterns in adolescence. Implications: The results highlight the urgent need for targeted educational and parental interventions to strengthen adolescents’ emotional regulation and promote healthier engagement with digital media.
Highlights:
-
Teenagers addicted to online games show low emotional intelligence.
-
Key aspects affected include self-awareness, empathy, and social skills.
-
Intensive gaming disrupts academic tasks and social interactions.
Keywords: Emotional Intelligence, Online Game Addiction, Adolescents, Behavioral Patterns, Qualitative Study
References
[1] K. Surbakti, "Pengaruh Game Online Terhadap Remaja," J. Curere, vol. 1, no. 1, pp. 28–38, 2017, doi: 10.36764/jc.v1i1.20.
[2] J. Clement, "Global Video Game Users 2029," Statista, Aug. 07, 2024.
[3] D. Gentile, "Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study," Psychol. Sci., vol. 20, no. 5, pp. 594–602, May 2009, doi: 10.1111/j.1467-9280.2009.02340.x.
[4] C. Adair, "Video Game Addiction Statistics 2023 - How Many Addicted Gamers Are There?," Game Quitters, Jul. 13, 2024.
[5] P. MPower, "49 Video Game Addiction Statistics: Most Addictive Games," MPower Wellness, Jul. 14, 2024.
[6] I. Partiwi, H. Handrik, G. Atmadiredja, and B. Utama, Konsentrasi Belajar Siswa SMA dan Penggunaan Gawai. Jakarta: Pusat Penelitian Kebijakan Pendidikan dan Kebudayaan, Kementerian Pendidikan dan Kebudayaan, 2019.
[7] F. P. Hartanti, “Dampak Buruk Kecanduan Game Pada Anak Usia Remaja,” Kementerian Kesehatan RI, Direktorat Jenderal Pelayanan Kesehatan, 2020.
[8] E. Novrialdy, "Kecanduan Game Online Pada Remaja: Dampak dan Pencegahannya," Bul. Psikol., vol. 27, no. 2, pp. 148–157, Dec. 2019, doi: 10.22146/buletinpsikologi.47402.
[9] A. Apriliyani, "Hubungan Intensitas Bermain Permainan Online Dengan Kecerdasan Emosional," Psikoborneo J. Ilm. Psikol., vol. 8, no. 1, pp. 40–48, Mar. 2020, doi: 10.30872/psikoborneo.v8i1.4856.
[10] M. Misnawati, "Hubungan Kecerdasan Emosi Dengan Kecanduan Game Online Pada Siswa-Siswi," Psikoborneo J. Ilm. Psikol., vol. 4, no. 2, pp. 120–128, Jun. 2016, doi: 10.30872/psikoborneo.v4i2.4004.
[11] E. Y. Winata and D. Pratiwi, "Dinamika Emosi Remaja Ketergantungan Game Online," Kaganga Komunika J. Commun. Sci., vol. 5, no. 1, pp. 58–66, May 2023, doi: 10.36761/kagangakomunika.v5i1.2687.
[12] J. Simanjuntak and I. S. M. Wulandari, "Gangguan Emosi dan Perilaku Remaja Akibat Kecanduan Gadget," Malahayati Nurs. J., vol. 4, no. 4, pp. 1057–1065, Apr. 2022, doi: 10.33024/mnj.v4i4.6221.
[13] U. Mulyani and W. Fitriani, "Dampak Emosi Remaja Kecanduan Bermain Game Online Mobile Legends di Kecamatan Mandau," JCOSE J. Bimbing. dan Konseling, vol. 5, no. 1, pp. 29–35, 2022.
[14] P. Krishnamoorthy and B. Kalpana, "Gaming Addiction and Its Impact on Emotional Intelligence Among School Students During COVID-19 Pandemic," Urr Pediatr., vol. 25, no. 10, pp. 1–4, 2021.
[15] T. S. Hastuti, D. L. Tobing, and E. Novianti, "Hubungan Perilaku Kecanduan Game Online Dengan Kecerdasan Emosional Remaja di SMA Sejahtera 1 Depok," in Proc. Konferensi Nasional XVI Keperawatan Kesehatan Jiwa, Bandar Lampung, 2019, pp. 22–26.
[16] M. P. Riswanto and M. Fauziah, "Faktor yang Mempengaruhi Gangguan Emosional pada Remaja yang Kecanduan Game Online," in Proc. Seminar Antarbangsa Bimbingan dan Konseling, Univ. Ahmad Dahlan, 2020, pp. 713–728.
[17] A. Hadi, A. Asrori, and Rusman, Penelitian Kualitatif Studi Fenomenologi, Case Study, Grounded Theory, Etnografi, Biografi. Jakarta: Bumi Aksara, 2020.
[18] A. Rijali, "Analisis Data Kualitatif," Alhadharah J. Ilmu Dakwah, vol. 17, no. 33, pp. 81–95, 2018, doi: 10.18592/alhadharah.v17i33.2374.
[19] P. Limbong, W. Wilson, and D. Ayub, "Pengaruh Game Online Terhadap Kecerdasan Emosi Remaja di Kampung Maredan Barat Kecamatan Tualang Kabupaten Siak," Innov. J. Soc. Sci. Res., vol. 4, no. 2, Apr. 2024, doi: 10.31004/innovative.v4i2.10091.
[20] A. D. Lestari, E. E. Rohaeti, and R. R. Siddik, "Gambaran Kecerdasan Emosional Siswa Kelas VII SMP Negeri 9 Cimahi Selama Pembelajaran Daring," Fokus Kaji. Bimbing. dan Konseling dalam Pendidik., vol. 5, no. 4, pp. 259–268, Jul. 2022, doi: 10.22460/fokus.v5i4.8850.
[21] K. N. Ramadhanintyas, A. D. Rahmawati, and P. A. Wibowo, "Alone Together dengan Perubahan Perilaku Emosional Remaja dalam Keluarga," Care J. Ilm. Ilmu Kesehat., vol. 11, no. 1, pp. 45–56, 2023.
[22] P. E. Anggarini, M. V. Manangkot, and M. O. A. Kamayani, "Hubungan Kecanduan Internet dengan Kecerdasan Emosional pada Remaja," J. Ilmu Keperawatan Jiwa, vol. 5, no. 2, pp. 87–95, May 2022.
[23] K. B. Alrasheed and M. Aprianti, "Hubungan Antara Kecanduan Gadget dengan Kecerdasan Emosi pada Remaja (Sebuah Studi pada Siswa SMP di Kecamatan Setiabudi Jakarta Selatan)," J. Sains Psikol., vol. 7, no. 2, pp. 136–142, 2018.
[24] E. S. Rohman and A. S. K. S., "Intensitas Bermain Permainan Online Terhadap Kecerdasan Emosional," J. Ilm. Res. Stud., vol. 1, no. 3, Jan. 2024, doi: 10.61722/jirs.v1i3.647.
[25] S. W. Nurhidayati and M. Iqbal, "Fenomena Kecanduan Game Online pada Remaja (Studi Kasus di Kec. Sukaraja, Kab. Seluma, Prov. Bengkulu)," Khatulistiwa J. Pendidik. dan Sos. Hum., vol. 4, no. 2, pp. 1–15, Apr. 2024, doi: 10.55606/khatulistiwa.v4i2.2636.
[26] U. Mulyani and W. Fitriani, "Dampak Emosi Remaja Kecanduan Game Online Mobile Legends," JCOSE J. Bimbing. dan Konseling, vol. 5, no. 1, pp. 29–35, Dec. 2022, doi: 10.24905/jcose.v5i1.114.
[27] E. M. Hm, "Mengelola Kecerdasan Emosi," Tadrib J. Pendidik. Agama Islam, vol. 2, no. 2, pp. 45–56, 2016.
[28] R. Shofhatunnaja, "Dampak Kecanduan Game Online Terhadap Perilaku Sosial Remaja di Tiyuh Candra Mukti Kabupaten Tulang Bawang Barat," B.A. thesis, IAIN Metro, 2023.
[29] C. S. L. Sitorus, D. P. Hutagalung, and Y. Sari, "Analisis Pengaruh Aplikasi Game Online Mobile Legend di Kalangan Muda," Algoritma J. Mat. Ilmu Pengetah. Alam Kebumian dan Angkasa, vol. 2, no. 5, pp. 40–49, Jun. 2024, doi: 10.62383/algoritma.v2i5.121.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Ana Fatimah Suryawan, HAZIM

This work is licensed under a Creative Commons Attribution 4.0 International License.

