Abstract
During the COVID-19 pandemic, online gaming grew rapidly, becoming a social lifeline for many youths confined to their homes while turning others into gaming addicts. Online gaming not only led to connections with other youths but also opened the gates to fantasy worlds filled with adventures and missions that could be accomplished with quick thinking and quick fingers. Success there could lead to further addiction and inversely affect gamers’ real-world social life. Could the gap between their online success and their social adjustment in the real world manifest itself as feelings of being an impostor? The aim of this research is to study 1) the relationships between game addiction and the impostor phenomenon, 2) game addiction and social adjustment, and 3) the mediating effect of social adjustment. The study includes 376 gamers between the ages of 18 and 25. The results show a strong positive relationship between gaming addiction and the impostor phenomenon, with males presenting higher levels of gaming addiction and the imposter phenomenon than females. Gaming is negatively related to males’ social adjustment. Females have higher levels of social adjustment, and the relationship between gaming and the impostor feeling is weaker for them. Social adjustment partially mediates the relationship between gaming and the impostor 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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Recommended Citation
Fenn, J., Jegi, J., & Nandan, H. (2024). Game Addiction, the Impostor Phenomenon, and Social Adjustment Among Young Adults in India. Makara Human Behavior Studies in Asia, 28(1), 19-26. https://doi.org/10.7454/hubs.asia.1170124
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