HUBUNGAN ANTARA FEAR OF MISSING OUT (FOMO) DENGAN INTENSITAS BERMAIN GAME ONLINE PADA REMAJA PENGGUNA MAP "GROW A GARDEN" DI ROBLOX

DEWI, RACHMA NURFIKHA (2026) HUBUNGAN ANTARA FEAR OF MISSING OUT (FOMO) DENGAN INTENSITAS BERMAIN GAME ONLINE PADA REMAJA PENGGUNA MAP "GROW A GARDEN" DI ROBLOX. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

This study aims to examine the relationship between Fear of Missing Out (FoMO) and the intensity of online gaming among adolescents who play the Grow a Garden map on Roblox. FoMO is defined as a psychological condition in which individuals feel anxious about missing meaningful experiences that others are having (Przybylski et al., 2013). Gaming intensity refers to the level of individual involvement in online gaming activities, measured through frequency and duration of play (Horrigan, 2002). This research employed a quantitative approach using a correlational method. The sample consisted of adolescent Grow a Garden players on Roblox, selected through non-probability sampling with a purposive sampling technique. The analysis was conducted using Spearman correlation. The findings revealed a significant positive relationship between FoMO and online gaming intensity. This result indicates that higher levels of FoMO are associated with greater involvement in gaming activities. Psychologically, the findings suggest that gaming behavior is driven not only by entertainment motives but also by the desire to remain socially connected with peers, communities, and ongoing gaming trends. Keywords: Fear of Missing Out, Intensity of Playing, Adolescent. Penelitian ini bertujuan untuk mengetahui hubungan antara Fear of Missing Out (FoMO) dengan intensitas bermain game online pada remaja pengguna map Grow a Garden di Roblox. FoMO didefinisikan sebagai kondisi psikologis ketika individu merasa cemas karena tidak berpartisipasi dalam pengalaman bermakna yang dijalani orang lain (Przybylski et al., 2013). Intensitas bermain merupakan tingkat keterlibatan individu dalam aktivitas bermain game online yang ditinjau dari frekuensi dan durasi bermain (Horrigan, 2002). Penelitian ini menggunakan pendekatan kuantitatif dengan metode korelasional. Sampel penelitian terdiri dari remaja pengguna map Grow a Garden di Roblox yang diperoleh melalui teknik non-probability sampling dengan metode purposive sampling. Analisis data dilakukan menggunakan korelasi Spearman. Hasil penelitian menunjukkan adanya hubungan positif yang signifikan antara FoMO dengan intensitas bermain game online. Temuan ini mengindikasikan bahwa semakin tinggi FoMO yang dimiliki remaja, semakin tinggi pula keterlibatan mereka dalam bermain game online. Secara psikologis, hal ini menunjukkan bahwa aktivitas bermain tidak hanya didorong oleh aspek hiburan, tetapi juga oleh dorongan untuk tetap terhubung dengan teman sebaya, komunitas, dan tren permainan yang sedang berlangsung. Kata Kunci : Fear of Missing Out, Intensitas Bermain, Remaja

Item Type: Thesis (S1)
NIM/NIDN Creators: 46122010086
Uncontrolled Keywords: Fear of Missing Out, Intensitas Bermain, Remaja
Subjects: 100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.5 Psychology of Young People Twelve to Twenty/Psikologi Remaja
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.5 Psychology of Young People Twelve to Twenty/Psikologi Remaja > 155.53 Young People Twelve to Twenty by Sex/Psikologi Remaja Menurut Jenis Kelamin Usia 12 sampai dengan 20 Tahun
Divisions: Fakultas Psikologi > Psikologi
Depositing User: khalimah
Date Deposited: 26 Feb 2026 04:43
Last Modified: 26 Feb 2026 04:43
URI: http://repository.mercubuana.ac.id/id/eprint/101174

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