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
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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
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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
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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
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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.
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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.
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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
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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
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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
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
xv
DAFTAR GAMBAR
Halaman
3.1 Kerangka Konsep Penelitian ....................................................................17
4.1 Alur Penelitian ..........................................................................................24
xvi
DAFTAR SINGKATAN
Warnet : Warung Internet
IGD : Internet Gaming Disorder
mPFC : Medial Prefrontal Cortex
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