KORELASI KEJOMLOAN TERHADAP FREKUENSI BERMAIN GAME (THE CORRELATION OF BEING SINGLE AND THE FREQUENCY OF GAMING)

  • Diana Ningrum SMA Tritunggal
  • Lientang Felicia Soegito SMA Tritunggal
  • Andre Sutantyo, SMA Tritunggal
Keywords: jomlo, gamers, dating

Abstract

The film "Dilan (1990)" became one of the films describing the social life (friendship
and love) of the 90s generation. The film illustrates that the generation of the 90s hasn't been
closely related to technology. At that time there were no smartphones yet, even electronic
devices such as cellphones and laptops were not widely used. Their youth or high school
years weren’t much spent in front of smartphones but by playing or gathering with their
friends. In fact, not infrequently those who choose to have a boy/girlfriend, so that their high
school years can be spent dating like Dilan and Milea’s high school years in the film. The
status of jomlo (read: jomblo) became a low social status at that time. As time went on, the
status of jomlo did not become an important thing in the daily life of the millennial generation
which was preoccupied with other entertainment activities such as playing games online and
offline. Many schools allow students to bring smartphone, even the average school has been
equipped with wireless internet networks that can facilitate students. For some millennial
generations playing games is a time-consuming activity, so psychologically the development
of millennial generations of social interaction is disrupted. In this study the authors looked
for the relationship between the frequency of playing games and the rate of singleness of
Tritunggal High School students. The results showed that the tendency of Tritunggal High
School students to be medium user and heavy user category of game players was 78% with
an error rate of 10% and there was a positive significant correlation between the frequency
of game play and the rate of singleness of Tritunggal High School students.

Published
2019-04-26
Section
Articles