The Effect of Internet Gaming Disorder on Verbal Aggression among Indonesian Senior High School Students
-
Published: August 28, 2026
-
Page: 34-46
Abstract
The rise in verbal aggression among adolescents has become a significant problem in today’s digital world, particularly in relation to high levels of online gaming activity. This study examines how Internet Gaming Disorder (IGD) affects verbal aggression among 10th-grade students at SMAN 39 in East Jakarta. A quantitative correlational method was used, involving 178 students selected through simple random sampling. Data were collected via a Likert-scale questionnaire and analyzed using descriptive statistics, normality tests, and simple linear regression. The results indicate that Internet Gaming Disorder has a significant effect on verbal aggression, with an R² value of 0.131, indicating that IGD accounts for 13.1% of the variation in verbal aggression. Meanwhile, 86.9% of the variation in verbal aggression is influenced by other factors outside the research model. These results underscore the need to address excessive gaming habits while considering other psychological and situational influences. This study provides valuable insights for educators and schools in designing approaches to reduce aggressive behavior among adolescents.
- Internet Gaming Disorder (IGD)
- Verbal Aggression
- Student

This work is licensed under a Creative Commons Attribution 4.0 International License.
- Ananta, S. H., Rahmawati, P., Selia, M., Puriani, R. A., & Novirson, R. (2025). Analisis kecenderungan, faktor dan dampak agresi verbal pada anak dan remaja. RISOMA: Jurnal Riset Sosial Humaniora dan Pendidikan, 3(3), 168–175. https://doi.org/10.62383/risoma.v3i3.772
- Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51. https://doi.org/10.1146/annurev.psych.53.100901.135231
- Arikunto, S. (2006). Prosedur penelitian: Suatu pendekatan praktik. Rineka Cipta.
- Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63(3), 452–459. https://doi.org/10.1037/0022-3514.63.3.452
- Choudhary, Y., Kumar, M., Mahore, R., Lanke, G. W., & Dubey, M. (2022). Aggression, self-esteem, and resilience among children: A school-based cross-sectional study from central India. Asian Journal of Social Health and Behavior, 5(3), 115–121. https://doi.org/10.4103/shb.shb_165_21
- Coyne, S. M., Stockdale, L. A., Warburton, W., Gentile, D. A., Yang, C., & Merrill, B. M. (2020). Pathological video game symptoms from adolescence to emerging adulthood: A 6-year longitudinal study of trajectories, predictors, and outcomes. Developmental Psychology, 56(7), 1385–1396. https://doi.org/10.1037/dev0000939
- Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). SAGE Publications.
- Denson, T. F., & Fabiansson Tan, E. C. (2023). Anger, hostility, and anger management. In H. S. Friedman & C. H. Markey (Eds.), Encyclopedia of mental health (3rd ed., Vol. 1, pp. 77–83). Academic Press. https://doi.org/10.1016/B978-0-323-91497-0.00139-9
- Elisya, V. A., Febriana, B., & Setyowati, W. E. (2025). Hubungan antara kecanduan game online dengan perilaku kekerasan pada remaja SMA. Jurnal Kesehatan Tambusai, 6(1), 3820–3829. https://doi.org/10.31004/jkt.v6i1.43305
- Fajar, M., Masyhuri, M., & Muda, Y. (2024). Kecanduan game online pada remaja. Journal of Education Research, 5(3), 3995–4001. https://doi.org/10.37985/jer.v5i3.1273
- Faupel, A., Herrick, E., & Sharp, P. M. (2011). Anger management: A practical guide (2nd ed.). Routledge.
- Hadi, S., Taufiki, A., Ahmad, M. Z., & Siswanto, A. (2024). Analisis tingkat kemiskinan tahun 2023 di Badan Pusat Statistik (BPS) Kabupaten Jember. Journal of Indonesian Social Society (JISS), 2(1), 32–39. https://doi.org/10.59435/jiss.v2i1.224
- Halimatussakdiah. (2024). Pengaruh Konseling Kelompok Terhadap Pengelolaan Emosi Dan Perilaku Agresi Siswa di Sekolah. Jurnal Elkatarie: Jurnal Ilmu Pendidikan Dan Sosial, 6(2), 77–87.
- Ifdil, I., Khairati, A., Syahputra, Y., Fadli, R. P., Zola, N., & Bakar, A. Y. A. (2024). Development of the Indonesian version of the Internet Gaming Disorder Scale (ID-IGDS). Islamic Guidance and Counseling Journal, 7(2), 1–16. https://doi.org/10.25217/0020247495900
- Jenderal, S. (2022). Kementerian Kesehatan Republik Indonesia.
- King, D. L., Chamberlain, S. R., Carragher, N., Billieux, J., Stein, D. J., Mueller, K., Potenza, M. N., Rumpf, H. J., Saunders, J., Starcevic, V., Demetrovics, Z., Brand, M., Lee, H. K., Spada, M., Lindenberg, K., Wu, A. M. S., Lemenager, T., Pallesen, S., Achab, S., . . . Delfabbro, P. H. (2020). Screening and assessment tools for gaming disorder: A comprehensive systematic review. Clinical Psychology Review, 77, 101831. https://doi.org/10.1016/j.cpr.2020.101831
- Király, O., Sleczka, P., Pontes, H. M., Urbán, R., Griffiths, M. D., & Demetrovics, Z. (2017). Validation of the ten-item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addictive Behaviors, 64, 253–260. https://doi.org/10.1016/j.addbeh.2015.11.005
- Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278–296. https://doi.org/10.1007/s11469-011-9318-5
- Lench, H. C. (2004). Anger management: Diagnostic differences and treatment implications. Journal of Social and Clinical Psychology, 23(4), 512–531. https://doi.org/10.1521/jscp.23.4.512.40304
- Li, S., Wu, Z., Zhang, Y., Xu, M., Wang, X., & Ma, X. (2023). Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults. Frontiers in Public Health, 11, 1111889. https://doi.org/10.3389/fpubh.2023.1111889
- Myers, D. G., & Twenge, J. M. (2021). Exploring social psychology (9th ed.). McGraw Hill.
- Nurhalimah, N., Sabila, B. P., Haryati, O., Wartonah, W., & Dinarti, D. (2023). Online game addiction increases risk of violent behaviour in adolescents. Journal of Health and Cardiovascular Nursing, 3(1), 1–8. https://doi.org/10.36082/jhcn.v3i1.1048
- Nurjanah, A., & Suharso, S. (2023). Faktor penyebab perilaku agresi verbal siswa SMK swasta di Kota Semarang. Konseling Edukasi: Journal of Guidance and Counseling, 7(1), 108–128. https://doi.org/10.21043/konseling.v7i1.22461
- Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645–659. https://doi.org/10.1111/dmcn.13754
- Pratiwi, K. D. M., Syahputra, Y., Erwinda, L., Fajri, N., & Lestari, M. (2025). Disorder vs behavior: The influence of internet gaming disorder on phubbing behavior. Journal of Counseling and Educational Research, 2(1), 34–48. https://doi.org/10.63203/jcerch.v2i1.361
- Putra, S. M., & Hartono, D. S. (2024). Hubungan kontrol diri dan perilaku agresif verbal pada remaja saat bermain games online. Jurnal Psikologi, 1(2), 1–10. https://doi.org/10.47134/pjp.v1i2.2257
- Ramadhani, I. A. (2022). Peran guru bimbingan dan konseling dalam menangani perilaku agresif siswa di SMKN 1 Batanghari. Pedagogika: Jurnal Ilmu-Ilmu Kependidikan, 1(1), 43–48. https://doi.org/10.57251/ped.v1i1.208
- Rusminah, R., Siswanto, S., & Ferdiansyah, A. (2024). Kecanduan game online terhadap perilaku agresif pada remaja. Jurnal Keperawatan Karya Bhakti, 10(1), 54–60. https://doi.org/10.56186/jkkb.134
- Salsabela, G., Farial, F., & Aminah, A. (2025). Frustration in Mobile Legends and verbal aggression among SMAN 12 students. Jurnal Kajian Pendidikan dan Psikologi, 2(3), 77–87. https://doi.org/10.61397/jkpp.v2i3.204
- Saputra, W. N. E., & Handaka, I. B. (2018). Perilaku agresi pada siswa SMK di Yogyakarta. Jurnal Fokus Konseling, 4(1), 1–8. https://doi.org/10.26638/jfk.475.2099
- Sari, N. I. K., Nurdin, M. N. H., & Sulastri, T. (2023). The relationship between game online addiction and the tendency for verbal agressiveness in multiplayer online battle arena. ARRUS Journal of Social Sciences and Humanities, 3(5), 685–694. https://doi.org/10.35877/soshum2128
- Suharsimi, A. (2006). Prosedur penelitian suatu pendekatan praktik. Jakarta: Rineka Cipta,
- Syahira, H. A., Rahmawati, P., Selia, M., Puriani, R. A., & Novirson, R. (2025). Analisis kecenderungan, faktor dan dampak agresi verbal pada anak dan remaja. RISOMA: Jurnal Riset Sosial Humaniora dan Pendidikan, 3(3), 168–175. https://doi.org/10.62383/risoma.v3i3.772
- Usman, N. D. A., Habibi, M. F., & Rosada, R. (2026). Karakteristik psikometrik skala Internet Gaming Disorder berdasarkan model pengukuran Rasch. Journal of Mathematical Psychometrics and Measurement Science, 1(1), 43–51. https://journal.aapbk.org/index.php/jmpms/article/view/547
- Wiguna, G. Y., & Herdiyanto, Y. K. (2018). Coping pada remaja yang kecanduan bermain game online. Jurnal Psikologi Udayana, 5(2), 450–459. https://doi.org/10.24843/JPU.2018.v05.i02.p15
- Zulfa, F. N., Fauziyah, N., & Oktorina, S. (2024). Pengaruh frustrasi dan teman sebaya terhadap perilaku agresif remaja SMPN X Surabaya: The influence of frustration and peer influence on aggressive behavior of adolescents at SMPN X Surabaya. Jurnal Psikologi Jambi, 9(2), 30–38. https://online-journal.unja.ac.id/jpj/article/view/41081










