MENGATASI MASALAH KECANDUAN GAME ONLINE DENGAN KONSELING BEHAVIORISTIK TEKNIK SELF MANAGEMENT PADA SISWA KELAS X SMA 1 MEJOBO
Authors: Alyana Adinda Ayu , Santoso Santoso , Hidayati Richma 
Published: November 2023

In this day and age, there has been very rapid technological development, which has resulted in system changes in every society's life. One result of this very rapid technological development is the emergence of the internet. As technology develops increasingly rapidly every year, the internet has emerged as a means of entertainment for the community, one of which is the existence of games that use the internet network, which are called online games. The development of science and technology is currently increasingly rapidly producing technological products that provide benefits and convenience for humans ranging from the benefits of science, education and entertainment. Online games are games that are played by more than one person or a group of people online using gadgets connected to the internet network. The habit of playing these games over time becomes an addiction where a person cannot resist the urge to play online games. Apart from having a negative impact, playing online games also has a positive impact, but it contains more negative impacts than positive impacts. In this study, researchers used behavioral counseling, self-management techniques to overcome the problem of online game addiction experienced by class .This research was carried out at SMA 1 Mejobo, located on Jln Pasar Ndoro, Japanese Village, RT 2 RW 3, Mejobo District, Kudus Regency, Central Java Province, Postal Code 59381, using descriptive qualitative research using a case study type of research which requires data from research objects and subjects. clearly and realistically. The data collection techniques used in this research were observation, interviews and documentation which were explored in depth in order to obtain accurate data on the causes of online game addiction experienced by Mejobo 1 High School students. The research subjects taken were two students of class X and other supporting sources such as the counseling teacher, homeroom teacher, and the client's classmates. The results of observations and interviews conducted by researchers with research subjects obtained the results of students at SMA 1 Mejobo who were addicted to online games. In the researcher's interview with the guidance counselor and homeroom teacher, the results obtained were 2 students who were used as clients by researchers, namely GFM and MHP, it was indicated that both students had problems with online game addiction and in the end the researcher chose to become research material by helping solve game addiction problems. onlineusing behavioristic counseling, self-management techniques.From the problems of the GFM and MHP clients, the counselor conducts counseling between the client and the counselor so that the problem can be resolved properly by using behavioristic counseling with self-management techniques. In behavioral counseling, there are several stages, namely assessment, goal setting, technique implementation, and evaluation termination which must be adjusted to the problems faced by the client. At the self-management technique stage itself consists of several stages, namely the self-monitoring stage, the evaluation stage, and the strengthening, elimination (punishment) and reward stages.From the discussion above, it can be concluded that the counselor chooses to use behavioristic counseling, this self-management technique can solve the online game addiction problem that is being experienced by the client. counseling that is carried out between counselor and client cannot be resolved directly with one meeting, but with several counseling processes. Based on the results of the research that the researchers had done at SMA 1 Mejobo, the researchers provided advice to several parties, namely the Principal, Counseling Teachers, Students, and suggestions for the researchers themselves.