KONSEP DIRI DAN GAME ONLINE

RAHARJO, NURUL IMAM (2019) KONSEP DIRI DAN GAME ONLINE. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Online games are games that can be accessed by many players, where the machines used by players are connected by the internet (Adams & Rollings, 2007). Online Game is a game application in the form of adventure, strategy setting, simulation and role playing that has certain rules and levels. Playing online games makes players feel happy because they get psychological satisfaction. Satisfaction obtained from the game will make players more interested in playing it. The research conducted aims to determine the self concept of the male game player in the broadcasting department in the class of 2014 Mercu Buana Meruya West Jakarta, aged 18-40 years. and To describe the process of forming the self concept of the male game player in the broadcasting department in the class of 2014 Mercu Buana Meruya West Jakarta, aged 18-40 years. The results of the study were that there were changes to self-concept between the five Key Informants before and after getting to know the online mobile legends game, namely before getting to know online mobile legends games, they generally did not know deeply about their personalities, but after getting to know online mobile legends, they began to recognize deeper about his personality. In other words, there is a positive self concept and a negative self concept in each Key Informant. There is a change in the fifth attitude and behavior of Key Informants after getting to know the game of online mobile legends, namely there is an attitude of regret because of their dependence on the game which leads to negative effects on the behavior of those who become lying, dishonest and temperament. However, the attitude of self-regret has not been followed up with actions or behavior to stop the habit of playing the game due to dependence. Keywords: SELF-CONCEPT AND ONLINE GAME Game online adalah permainan yang dapat diakses oleh banyak pemain, dimana mesin-mesin yang digunakan pemain dihubungkan oleh internet (Adams & Rollings, 2007). Game Online merupakan aplikasi permainan yang berupa petualangan, pengaturan strategi, simulasi dan bermain peran yang memiliki aturan main dan tingkatan-tingkatan tertentu. Bermain game online membuat pemain merasa senang karena mendapat kepuasan psikologis. Kepuasan yang diperoleh dari game tersebut akan membuat pemain semakin tertarik dalam memainkannya. Penelitian yang dilakukan ini bertujuan untuk mengetahui konsep diri pemain game putra jurusan broadcasting angkatan 2014 Mercu Buana Meruya Jakarta Barat yang berusia 18-40 tahun. dan Untuk menggambarkan proses pembentukan konsep diri pemain game putra jurusan broadcasting angkatan 2014 Mercu Buana Meruya Jakarta Barat yang berusia 18-40 tahun. Hasil penelitian yang diperoleh adalah ada perubahan terhadap konsep diri antara kelima Key Informan sebelum dan sesudah mengenal game online mobile legends yakni sebelum mengenal game online mobile legends, mereka umumnya belum mengenal secara mendalam tentang pribadinya, tetapi setelah mengenal game online mobile legends, mereka mulai mengenal lebih dalam tentang pribadinya. Dengan kata lain, ada konsep diri positif dan konsep diri negatif pada masing masing Key Informan. Ada Perubahan terhadap sikap dan perilaku kelima Key Informan setelah mengenal permainan game online mobile legends, yakni ada sikap penyesalan karena ketergantungan dari mereka terhadap game tersebut yang membawa pada dampak negatif terhadap perilaku mereka yang menjadi suka berbohong, tidak jujur dan temperamen. Tetapi, sikap penyesalan diri tersebut belum juga ditindaklanjuti dengan tindakan atau perilaku untuk menghentikan kebiasaan bermain game tersebut akibat ketergantungan. Kata Kunci : KONSEP DIRI DAN GAME ONLINE

Item Type: Thesis (S1)
Call Number CD: FK/BRD. 13 116
NIM: 44114110130
Uncontrolled Keywords: KONSEP DIRI DAN GAME ONLINE
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 000. Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 004 Data Processing, Computer Science/Pemrosesan Data, Ilmu Komputer, Teknik Informatika > 004.6 Interfacing and Communications/Tampilan Antar Muka (Interface) dan Jaringan Komunikasi Komputer > 004.65 Computer Communications Networks/Jaringan Komunikasi Komputer
300 Social Science/Ilmu-ilmu Sosial > 300. Social Science/Ilmu-ilmu Sosial > 302 Social Interaction, Interpersonal Relations/Interaksi Sosial, Hubungan Antarpersonal > 302.2 Communication/Komunikasi > 302.22 Kinds of Communication/Jenis-jenis Komunikasi > 302.222 Nonverbal Communication/Komunikasi Nonverbal
300 Social Science/Ilmu-ilmu Sosial > 380 Commerce, Communications, Transportation (Perdagangan, Komunikasi, Transportasi) > 384 Communications Telemunications/Komunikasi Telekomunikasi > 384.3 Computer Communication/Komunikasi Komputer
Divisions: Fakultas Ilmu Komunikasi > Penyiaran
Depositing User: Virda Syifa
Date Deposited: 23 Oct 2019 09:56
Last Modified: 07 Jan 2020 01:59
URI: http://repository.mercubuana.ac.id/id/eprint/50169

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