1. Bagi Peneliti Selanjutnya
Bagi peneliti yang ingin menggunakan variabel ini, disarankan untuk: a. Menambah jumlah partisipan untuk meningkatkan kekuatan generalisasi
penelitian.
b. Menggunakan alat ukur yang lebih baik dengan mengurangi kemungkinan terjadinya jawaban yang mengikuti social desirability.
c. Pertanyaan pada identitas skala yang lebih lengkap dan spesifik agar partisipan yang mengisi benar-benar merupakan mahasiswa dan bermain game online serta dapat memberikan informasi tambahan yang dapat digunakan dalam penelitian.
2. Bagi Mahasiswa
Diharapkan dengan dilakukannya penelitian ini para mahasiswa dapat meningkatkan tingkat sense of control dengan dapat mengidentifikasi masalah apa yang sedang dihadapi di kehidupannya, lalu aktif mencari cara untuk menyelesaikan permasalahan tersebut. Individu yang merasa memiliki kontrol akan hidupnya lebih kecil kemungkinannya mengalami kecenderungan maupun adiksi terhadap game online. Hal ini juga dapat didukung dengan kesadaran bahwa bermain game hanyalah sebuah kegiatan untuk kabur sejenak. Kegiatan ini pun tidak menyelesaikan masalah individu di dunia nyata.
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