PENGARUH KELELAHAN EMOSIONAL, KECEMASAN, DAN DEPRESI TERHADAP KINERJA (Studi Kasus Pemain eSports di Yogyakarta)

Articles Vol. 21 No. 1 (2026):

This study aims to analyze the influence of emotional exhaustion, anxiety, and depression on the performance of eSports players in Yogyakarta. The rapid growth of the eSports industry has created a highly competitive environment that exposes professional and semi-professional players to significant psychological pressures. Using a quantitative research approach with multiple linear regression analysis, data were collected from 100 eSports players in Yogyakarta through a questionnaire. The results show that emotional exhaustion did not significantly affect player performance (t = 1.685, p = 0.095), while anxiety (t = 4.351, p = 0.000) and depression (t = 6.859, p = 0.000) each had a significant positive effect on performance. Simultaneously, all three variables significantly influenced performance with a coefficient of determination (R²) of 0.826, indicating that 82.6% of performance variation was explained by these three psychological variables. Depression emerged as the most dominant predictor (Beta = 0.481). These findings suggest that psychological factors play a critical role in shaping eSports player performance and that team management should integrate mental health monitoring programs to maintain player well-being and optimize competitive performance.

##submission.howToCite.none##

0 Abstract Views
0 PDF Downloads
— XML Downloads
  1. Aditama, P., & Widowati, N. (2017). Analisis Kinerja Organisasi Pada Kantor Kecamatan Blora. Journal Of Management & Public Policy, 6, 283-295. doi:https://doi.org/10.14710/jppmr.v6i2.15994
  2. Birch, & Sharpe. (2024). Psychology of ESports Special Issue: A Catalyst for Change. Journal of Electronic Gaming and ESports, 1-8. doi:https://doi.org/10.1123/jege.2024-0058
  3. Ganster, & Rosen. (2013). Work Stress and Employee Health: A Multidisciplinary Review. Journal of management, 1085-1122. doi:https://doi.org/10.1177/0149206313475815
  4. Hadiansyah, D. R., & Nugroho, S. P. (2025). Analisis Pengaruh Beban Kerja, Work-Life Balance, dan Work-Related Depression Terhadap Kinerja Karyawan Dengan Kesehatan Mental Sebagai Variabel Medias. Indonesian Journal of Digital Business, 5, 1159-1174. doi:https://doi.org/10.17509/ijdb.v5i4.94615
  5. Janssen, O., Huang, X., & Lam, C. (2010). Emotional exhaustion and job performance: The moderating roles of distributive justice and positive affect. Journal of Organizational Behavior, 31(6), 787-809. https://doi.org/10.1002/job.614
  6. Leis. (2025). The psychology of eSports: Trends, challenges, and future direction. Psychology of Sport & Exercise, 81. doi:https://doi.org/10.1016/j.psychsport.2025.102967
  7. Lestaluhu, M., Soetiksno, A., & Aponno, E. H. (2023). Pengaruh Kelelahan Emosional Dan Motivasi Kerja Terhadap Kinerja Karyawan. Jurnal Administrasi Terapan, 2, 560-569. doi:https://doi.org/10.31959/jat.v2i2.2137
  8. Mangkunegara, A. P. (2017). Manajemen Sumber Daya Manusia Perusahaan. Bandung.
  9. Maslach, C., & Leiter, M. P. (2016). Understanding the Burnout Experience: Recent Research and Its Implications for Psychiatry. World Psychiatry, 103-111. doi:https://doi.org/10.1002/wps.20311
  10. Mokodenseho, M., Hadjarati, H., & Haryani, M. (2024). Analisis Tingkat Stress, Cemas, Dan Depresi Pada Atlet ESports Selama Pertandingan Mobile legends Kota Gorontalo. Jambura Sports Coaching Academic Journal, 2, 69-87. doi:https://doi.org/10.37905/jscaj.v3i2.28056
  11. Palanichamy. (2020). Influence of eSports on stress: A systematic review. Industrial Psychiatry Journal, 2, 191-199. doi:DOI: 10.4103/ipj.ipj_195_20
  12. Poulus. (2024). Stress and coping in eSports and the influence of mental toughness. Frontiers in psychology, 11, 628. doi:https://doi.org/10.3389/fpsyg.2020.00628
  13. Putra, A. A. (2024). Generalized Anxiety Disorder (GAD): A Literature Review. Jurnal Biologi Tropis, 24, 597-603. doi:https://doi.org/10.29303/jbt.v24i1b.7958
  14. Sienatra, K. B., & Asepta, U. Y. (2023). Peran Kelelahan Emosional Pada Pemediasian Work Life Balance Terhadap Kinerja Proyek Pada Software House di Wilayah Malang Raya. Jurnal Riset Manajemen Dan Ekonomi, 1, 162-176. doi:https://doi.org/10.54066/jrime.v1i3.247
  15. Sinatra, F., & Rochmania, A. (2022). Gangguan kesehatan pada atlet e sport JATIM divisi mobile legends. Jurnal Prestasi Olahraga, 89-97.
  16. Smith. (2022). Examining the Predictors of Mental Ill Health in ESports Competitors. Healthcare, 10, 626. doi:https://doi.org/10.3390/healthcare10040626
  17. Trotter. (2024). Promoting mental health in eSports. Front. Psychol. doi:doi: 10.3389/fpsyg.2024.1342220
  18. Zaifi, F., Juita, A., & Syahriadi. (2025). Analisis Perkembangan Olahraga E-sport di Provinsi Riau. Journal Sport Science Indonesia, 4, 2721-0693. doi:https://doi.org/10.31258/jassi.4.1.72-85

License

Articles published in SOLUSI: Jurnal Kajian Ekonomi dan Bisnis are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0). This license permits others to share and adapt the published work for non-commercial purposes, provided that appropriate credit is given to the author(s) and the journal, a link to the license is provided, any changes made are indicated, and derivative works are distributed under the same license.