Prediksi Intensi Perilaku Agresi Gamers Berdasarkan Theory of Planned Behavior

Read full text
Authors: Yasya Citra Shafana, Fanni Putri Diantina
Cited by: 0
References: 10

Abstract

Abstract. The rapid advancement of digital technology and the growing popularity of online games have led to the emergence of problematic gamers, who often exhibit aggressive tendencies due to exposure to violent content, such as in Grand Theft Auto (GTA). This study aims to predict aggressive behavioral intention among problematic gamers using the Theory of Planned Behavior (TPB), focusing on three key components: attitude toward the behavior, subjective norm, and perceived behavioral control. A quantitative causal- comparative design was employed with 107 active GTA players in Indonesia recruited through snowball sampling. The study utilized the Aggression Questionnaire (Buss & Perry, 1992), the Intention Scale (Francis et al., 2004), and the Gaming Addiction Scale (Lemmens et al., 2015). Multiple regression analysis indicated that the three variables significantly predicted aggressive behavioral intention (R² = .489). Further, t-test results revealed that attitude toward the behavior (t = 6.304; p < .001) and perceived behavioral control (t = 3.777; p < .001) had significant effects, while subjective norm (t = 1.134; p = .260) did not. These findings highlight that problematic gamers’ aggressive intention is strongly shaped by personal attitudes and perceived control, whereas social pressure plays little role. Abstrak. Perkembangan teknologi digital dan pesatnya pertumbuhan game online telah melahirkan fenomena problematic gamers, yang kerap menunjukkan perilaku agresi akibat paparan konten kekerasan dalam game seperti Grand Theft Auto (GTA). Penelitian ini bertujuan untuk memprediksi intensi perilaku agresi pada problematic gamers menggunakan Theory of planned behavior (TPB) melalui tiga komponen utama: attitude toward the behavior, subjective norm, dan perceived behavioral control. Penelitian menggunakan pendekatan kuantitatif dengan desain kausal-komparatif dan melibatkan 107 pemain aktif GTA di Indonesia, yang dipilih melalui teknik snowball sampling. Instrumen yang digunakan yaitu Aggression Questionnaire (Buss & Perry, 1992), skala intensi dari Francis et al. (2004), dan Gaming Addiction Scale (Lemmens et al., 2015). Hasil analisis regresi berganda menunjukkan bahwa secara simultan ketiga variabel tersebut berkontribusi signifikan dalam memprediksi intensi perilaku agresi (R² = .489). Hasil uji t menunjukkan bahwa attitude toward the behavior (t = 6,304; p < 0,001) dan perceived behavioral control (t = 3,777; p < 0,001) berpengaruh signifikan terhadap intensi agresi, sedangkan subjective norm (t = 1,134; p = .260) tidak berpengaruh signifikan. Kesimpulannya, attitude toward the behavior dan perceived behavioral control berpengaruh terhadap intensi agresi pada problematic gamers, sementara subjective norm tidak berpengaruh terhadap intensi agresi pada problematic gamers.

Fields of Study & Subjects

Bullying Victimization and Aggression Digital Games and Media Impact of Technology on Adolescents

Publication details

Journal / source
Bandung Conference Series Psychology Science
Volume
6
Issue
1
Pages
125–132
Publication date
5 February 2026
Language
EN