Mengapa Takut Ketinggalan Bisa Membuat Kita Kecanduan Game Online?

This study aims to explore the relationship between FoMo (Fear of Missing Out) and online game addiction among students in West Sumatra aged 18-25 years. The method used is quantitative with purposive sampling technique and the research subjects amounted to 200 people. Data collection was carried out through a questionnaire that measured FoMo and online game addiction. The results showed that 97% of respondents were in the high online game addiction category, of which 35.5% were in the 21-year-old age group as the most vulnerable population. Data analysis using linear regression showed a positive correlation between FoMo and online game addiction (Pearson coefficient = 0.188, p = 0.004). The R square value of 0.035 indicates that FoMo contributed 3.5% to online game addiction, while 96.5% was influenced by other factors. These findings indicate that FoMo has a significant role in driving online game addiction behavior, although its contribution is relatively small.

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Publication Details

Journal
Observasi Jurnal Publikasi Ilmu Psikologi
Published
2025-05-15
DOI
https://doi.org/10.61132/observasi.v3i3.1382
Primary Topic
Educational Methods and Media Use
Type
article
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article

Mengapa Takut Ketinggalan Bisa Membuat Kita Kecanduan Game Online?

Tesa Anggraini, Ayu Anjelina, Anisa Resa Savitri, Rani Sagita et al.
Observasi Jurnal Publikasi Ilmu Psikologi
Educational Methods and Media Use
article

Mengapa Takut Ketinggalan Bisa Membuat Kita Kecanduan Game Online?

Tesa Anggraini, Ayu Anjelina, Anisa Resa Savitri, Rani Sagita, Aggio Malvino, Kania Jeanrita, Zuliana Wijaya
article en

Abstract

This study aims to explore the relationship between FoMo (Fear of Missing Out) and online game addiction among students in West Sumatra aged 18-25 years. The method used is quantitative with purposive sampling technique and the research subjects amounted to 200 people. Data collection was carried out through a questionnaire that measured FoMo and online game addiction. The results showed that 97% of respondents were in the high online game addiction category, of which 35.5% were in the 21-year-old age group as the most vulnerable population. Data analysis using linear regression showed a positive correlation between FoMo and online game addiction (Pearson coefficient = 0.188, p = 0.004). The R square value of 0.035 indicates that FoMo contributed 3.5% to online game addiction, while 96.5% was influenced by other factors. These findings indicate that FoMo has a significant role in driving online game addiction behavior, although its contribution is relatively small.

Observasi Jurnal Publikasi Ilmu PsikologiVol. 3(3)
State University of Padang (ID)
Openalex Percentile: Top 76%
Educational Methods and Media Use
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