The Influence of Esports on Adolescents' Social Skills
Abstract
The incredible popularity of video games among teenagers today is a direct result of technological advances over the last few decades. With smartphones that are now more and more available to the general public. Previous research findings are still raising concerns in the eSports community about how teenage eSport players can provide valuable socializing time with peers and family. and esports players show that interacting with friends online is more enjoyable and satisfying than doing it in person. The study aims to test the impact of esports on adolescent social skills. This research is quantitative and correlational. The respondents in this study were teenagers who often played esports games, which amounted to 13 respondents. Selection of research subjects using purposive sampling method. This study uses the Real and Electronic Communication Skills questionnaire (RECS). The data gathered showed that five teenagers had low social skills, four people with adequate social skill, three people with high social skills and one person with very high social skill.
References
Adiningtiyas, S. W. (2018). Peran Guru Dalam Mengatasi Kecanduan Game Online. 5(2), 55–64.
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790. https://doi.org/10.1037/0022-3514.78.4.772
Apriani, K., & Yuono, D. (2019). Pusat Esport Jakarta. Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur
(Stupa), 1(1), 204. https://doi.org/10.24912/stupa.v1i1.3957
Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The Psychology of Esports: A Systematic Literature Review. Journal of Gambling Studies, 35(2), 351–365. https://doi.org/10.1007/s10899-018-9763-1
Cottrell, C., McMillen, N., & Harris, B. S. (2019). Sport psychology in a virtual world: Considerations for practitioners working in eSports. Journal of Sport Psychology in Action, 10(2), 73–81. https://doi.org/10.1080/21520704.2018.1518280
Eccles, J. S., & Barber, B. L. (1999). Student council, volunteering, basketball, or marching band: What kind of extracurricular involvement matters? Journal of Adolescent Research, 14(1), 10–43. https://doi.org/10.1177/0743558499141003
Faherty, F. R. (2018). Analisi Manajemen Redaksional Pada Surat Kabar Daerah Untuk Menarik Minat Pembaca Di Batam Pos Dan Tribun Batam. Journal of Materials Processing Technology, 1(1), 1–8. http://dx.doi.org/10.1016/j.cirp.2016.06.001%0Ahttp://dx.doi.org/10.1016/j.powtec.2016.12.055%0Ahttps://doi.org/10.1016/j.ijfatigue.2019.02.006%0Ahttps://doi.org/10.1016/j.matlet.2019.04.024%0Ahttps://doi.org/10.1016/j.matlet.2019.127252%0Ahttp://dx.doi.o
Ferguson, C. J. (2007). Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and Violent Behavior, 12(4), 470–482. https://doi.org/10.1016/j.avb.2007.01.001
Hadi, P., Sinring, A., & Aryani, F. (2018). Pengaruh Permainan Tradisional Dalam Meningkatkan Keterampilan Sosial Siswa SMP. Jurnal Psikologi Pendidikan Dan Konseling: Jurnal Kajian Psikologi Pendidikan Dan Bimbingan Konseling, 4(1), 32. https://doi.org/10.26858/jpkk.v4i1.4474
Hellström, C., Nilsson, K. W., Leppert, J., & Slund, C. (2012). Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming. Computers in Human Behavior, 28(4), 1379–1387. https://doi.org/10.1016/j.chb.2012.02.023
jack R. Freankel, Norman E. Wallen, H. H. H. (2012). How To Design and Evaluate Research in Education (Issue 1).
Khudzaifah, K., Kristiyanto, A., Aprilijanto, T., & Riyadi, S. (2023). Analisis E Sport Sebagai Cabang Olahraga Baru. Prosiding Simposium Nasional Multidisiplin (SinaMu), 4, 416. https://doi.org/10.31000/sinamu.v4i1.7923
Mahoney, J. L., Larson, R. W., Eccles, J. S., & Lord, H. (2005). Organized activities as developmental contexts for children and adolescents. In Organized Activities As Contexts of Development: Extracurricular Activities, After School and Community Programs (pp. 3–22). https://doi.org/10.4324/9781410612748
Mantzouranis, G., Baudat, S., & Zimmermann, G. (2019). Assessing online and offline adolescent social skills: Development and validation of the real and electronic communication skills questionnaire. Cyberpsychology, Behavior, and Social Networking, 22(6), 404–411. https://doi.org/10.1089/cyber.2018.0655
McKay, Matthew, Fanning, Patrick, Skeen, M. (2016). Communication skills for teens : how to listen, express, and connect for success. Oakland, CA : New Harbinger Publications, Inc.
Metz, E., McLellan, J., & Youniss, J. (2003). Types of voluntary service and adolescents’ civic development. Journal of Adolescent Research, 18(2), 188–203. https://doi.org/10.1177/0743558402250350
Mustikasari, B., Setiawan, D., & Ari Pratiwi, I. (2020). Analisis Kebiasaan Bermain Game Online Terhadap Interaksi Sosial Anak Usia Sd Di Desa Prawoto. Jurnal Didika: Wahana Ilmiah Pendidikan Dasar, 6(2), 181–190. https://doi.org/10.29408/didika.v6i2.2846
Nugroho, S., Sumarjo, S., Nasrulloh, A., & Pratama, K. W. (2022). Impact of e-sport games on the character building and sports culture. Jurnal Keolahragaan, 10(1), 91–100. https://doi.org/10.21831/jk.v10i1.48310
Patel, & Goyena, R. (2019). Pengaruh Media Sosial Terhadap Tingkat Keterampilan Sosial pada Remaja. Journal of Chemical Information and Modeling, 15(2), 9–25.
Putri, R. C. S., Budiyono, & Kokotiasa, W. (2021). Dampak Game Online Mobile Legends terhadap Perilaku Remaja. Antropocene : Jurnal Penelitian Ilmu Humaniora, 1(1), 1–7. https://journal.actual-insight.com/index.php/antropocene/article/view/16
Rachmawan, R., & Adnas, D. A. (2022). Perancangan dan Pengembangan Video Game sebagai Media Terapi Depresi. Computer Based Information System Journal, 10(1), 62–71. https://doi.org/10.33884/cbis.v10i1.5443
Riatti, P., & Thiel, A. (2022). The societal impact of electronic sport: a scoping review. German Journal of Exercise and Sport Research, 52(3), 433–446. https://doi.org/10.1007/s12662-021-00784-w
Rinaldi, R., & Krisnadi, I. (2019). Analisa Dampak Perkembangan Esports Terhadap Persaingan Operator Seluler Di Indonesia. Program Studi Magister Teknik Elektro, Fakultas Teknik, Universitas Mercubuana, 1, 1–6.
Sadiah, A., Kartadireja, W., & Gumilar, G. (2021). Analisis Faktor Lingkungan Sosial Budaya Yang Mempengaruhi Keterampilan Komunikasi Mahasiswa Pendidikan Ekonomi. The 3 Third Proceeding Annual National Conference for Economics and Economics Education Research, 3(Februari), 26. http://econference.stkip-pgri-sumbar.ac.id/index.php/NCSE/ANCE3R3nd/paper/view/1257
Safitri, S. S. (2020). Game Online dan Pengaruh Interaksi Sosial di Kalangan Mahasiswa di Universitas Muhammadiyah Surakarta. Edumaspul: Jurnal Pendidikan, 4(2), 364–376. https://doi.org/10.33487/edumaspul.v4i2.533
Shulze, J., Marquez, M., & Ruvalcaba, O. (2021). The Biopsychosocial Factors That Impact eSports Players’ Well-Being: A Systematic Review. Journal of Global Sport Management. https://doi.org/10.1080/24704067.2021.1991828
Sugiyono. (2018). Metode penelitian bisnis (pendekatan kuantitatif, kualitatif dan R&D).
Turel, O., & Bechara, A. (2016). A triadic reflective-impulsive-interoceptive awareness model of general and impulsive information system use: Behavioral tests of neuro-cognitive theory. Frontiers in Psychology, 7(APR), 1–11. https://doi.org/10.3389/fpsyg.2016.00601
Ula, W. R. R. (2023). Analisis Minat Belajar Siswa dilihat dari Dampak Penggunaan Game Online. Dawuh Guru: Jurnal Pendidikan MI/SD, 3(1), 89–100. https://doi.org/10.35878/guru.v3i1.669
Umar, H. (2007). Metode penelitian untuk skripsi dan tesis bisnis. PT Raja Grafindo.
Copyright (c) 2023 Jp.jok (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.