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Abstract

During the pandemic, the explosive growth of online gaming made it a social lifeline for many youths stuck at home, turning some of them into game addicts. Online gaming not only led to connections with other youth but also opened the gates to fantasy worlds filled with adventures and missions that could be accomplished with quick thinking and quick fingers. The success there could lead to further addiction and inversely affect their real-world social life. Could the gap between their online world success and their social adjustment in real world manifest as feelings of being an imposter? The aim of the research was to study 1) the relationships between game addiction and the imposter phenomenon, 2) game addiction and social adjustment, and 3) the mediating effect of social adjustment. The study included 376 gamers between the ages of 18 and 25 years. Results showed a strong positive relationship between gaming addiction and the imposter phenomenon. Males had higher levels of gaming addiction and imposter phenomenon. Gaming is negatively related to their social adjustment. Females had higher levels of social adjustment, and the relation between the two gaming and imposter feeling was weaker for them. Social adjustment partially mediates the relationship between gaming and imposter phenomenon.

Bahasa Abstract

Selama pandemi ini, pertumbuhan pesat game online menjadikan game online sebagai sarana penyelamat sosial bagi banyak anak muda yang terjebak di rumah, sehingga membuat sebagian dari mereka menjadi pecandu game. Game online tidak hanya menjalin hubungan dengan remaja lain tetapi juga membuka gerbang menuju dunia fantasi yang penuh dengan petualangan dan misi yang dapat diselesaikan dengan pemikiran cepat dan jari yang cepat. Keberhasilan di sana dapat menyebabkan kecanduan lebih lanjut dan berdampak sebaliknya pada kehidupan sosial mereka di dunia nyata. Mungkinkah kesenjangan antara kesuksesan mereka di dunia online dan penyesuaian sosial mereka di dunia nyata bermanifestasi sebagai perasaan menjadi seorang penipu ulung? Tujuan dari penelitian ini adalah untuk mempelajari 1) hubungan antara kecanduan game dan fenomena penipu, 2) kecanduan game dan penyesuaian sosial, dan 3) efek mediasi dari penyesuaian sosial. Penelitian ini melibatkan 376 gamer berusia antara 18 dan 25 tahun. Hasil penelitian menunjukkan hubungan positif yang kuat antara kecanduan game dan fenomena penipu. Laki-laki memiliki tingkat kecanduan game dan fenomena penipu yang lebih tinggi. Bermain game berhubungan negatif dengan penyesuaian sosial mereka. Perempuan memiliki tingkat penyesuaian sosial yang lebih tinggi, dan hubungan antara bermain game dan perasaan penipu lebih lemah bagi mereka. Penyesuaian sosial sebagian memediasi hubungan antara game dan fenomena penipu.

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