Etika Bermain Game di Era Digital: Refleksi Moral Mahasiswa Universitas Atma Jaya Yogyakarta
DOI:
https://doi.org/10.69836/edugrows.v2i1.156Keywords:
game, etika, mahasiswaAbstract
Etika bermain game online pada mahasiswa menjadi isu yang semakin penting di era digital, terutama karena meningkatnya interaksi generasi muda di ruang virtual yang anonim dan kompetitif. Penelitian ini bertujuan memberikan gambaran mendalam mengenai perilaku etis mahasiswa Universitas Atma Jaya Yogyakarta dalam bermain game online serta memahami bagaimana faktor internal dan eksternal membentuk pertimbangan moral mereka. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik wawancara semi-terstruktur terhadap satu mahasiswa yang aktif bermain game online. Data dianalisis menggunakan model Miles dan Huberman melalui proses reduksi, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa etika bermain game dipengaruhi oleh kemampuan regulasi diri, kontrol emosi, dan perkembangan moral individu. Di sisi lain, norma komunitas gaming, budaya komunikasi daring, dan pengaruh streamer turut mendorong normalisasi perilaku toxic maupun etis. Penelitian ini menyimpulkan bahwa etika bermain game terbentuk melalui interaksi antara faktor psikologis individu dan dinamika lingkungan digital. Temuan ini diharapkan dapat menjadi dasar penguatan literasi etika digital bagi mahasiswa.
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