PENGARUH KECANDUAN GAME ONLINE MOBILE LEGENDS: BANG BANG TERHADAP PERILAKU PROKRASTINASI PADA DEWASA AWAL

HIDAYAT, ARIS KUSUMA (2020) PENGARUH KECANDUAN GAME ONLINE MOBILE LEGENDS: BANG BANG TERHADAP PERILAKU PROKRASTINASI PADA DEWASA AWAL. S1-Sarjana thesis, Universitas Mercu Buana Jakarta.

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Abstract

Penelitian ini bertujuan untuk mengetahui apakah ada pengaruh kecanduan game online mobile legends: bang bang terhadap perilaku prokrastinasi pada dewasa awal. Metode yang digunakan adalah kuantitatif dengan populasi pemain aktif game online mobile legends: bang bang di Tangerang adalah 737 orang. Metode pengambilan sampel dengan metode purposif sampling berjumlah 100 responden. Peneliti menggunakan alat ukur yang dimodifikasi dari IPS (Irrational Procrastination Scale) milik Steel (2010) untuk mengukur prokrastinasi dan alat ukur dari GAIA (Game Addiction Inventory for Adults) milik Wong (2014) yang telah penulis modifikasi. Teknik analisis data menggunakan analisis Regresi Sederhana. Hasil penelitian menunjukkan Uji-T diperoleh t hitung (4,030) > t tabel (1,98) dan nilai Sig. p < 0,000 dimana p < 0,05, hal ini menunjukkan kecanduan game online mobile legends: bang bang terhadap perilaku prokrastinasi pada dewasa awal. Jika tingkat kecanduan game online mobile legends: bang bang tinggi maka perilaku prokrastinasi tinggi. Hasil R2 sebesar 0,142, hal ini berarti game online mobile legends: bang bang memberikan kontribusi sebesar 14.2% terhadap perilaku prokrastinasi sedangkan sisanya sebesar 85.8% dipengaruhi oleh faktor lainnya. Kata kunci : game online, mobile legends: bang bang, prokrastinasi, dewasa awal. This study aims to determine whether there is an effect of addicted to online games mobile legends: bang bang on procrastination behavior in young adulthood. The method used is quantitative with a population of active players online game mobile legends: bang bang in Tangerang is 737 people. The sampling method with purposive sampling method totaled 100 respondents. The researchers used a modified measuring tool from IPS (Irrational Procrastination Scale) by Steel (2010) to measure procrastination and measuring tools from GAIA (Game Addiction Inventory for Adults) by Wong (2014) to measure addicted to online games mobile legends: bang bang. Data analysis technique used Simple Regression. The result showed that T-Test was obtained t calcullation (4,030) > t table (1,98) and significance 0,000 (p <0,05), this indicate there is effect of addicted to online games mobile legends: bang bang on procrastination behavior in young adulthood. If the level of addicted to online games mobile legends: bang bang is high then the procrastination is high. The result of R2 = 0,142 means that the online games mobile legends: bang bang contributes 14.2% on procrastination while the rest of 85.8% is influenced by other factors Keywords: game online, mobile legends: bang bang, procrastination, young adulthood.

Item Type: Thesis (S1-Sarjana)
NIM: 46113110070
Uncontrolled Keywords: game online, mobile legends: bang bang, prokrastinasi, dewasa awal.
Subjects: 100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi
700 Arts/Seni, Seni Rupa, Kesenian > 720 Architecture/Arsitektur > 725 Public Structures Architecture/Arsitektur Struktur Umum > 725.8 Recreation Buildings/Arsitektur Gedung Rekreasi > 725.84 Buildings for Indoor Games/Permainan Luar
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 790.1-790.9 Standard Subdivisions of Recreational and Performing Arts/Subdivisi Standar dari Olah Raga dan Seni Pertunjukan > 790.1 Recreational Activities, Games/Aktivitas Rekreasi, Permainan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 793 Indoor Game and Amusements/Permainan dalam Ruangan, Hiburan dalam Ruangan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 793 Indoor Game and Amusements/Permainan dalam Ruangan, Hiburan dalam Ruangan > 793.4 Games of Action/Permainan dengan Gerakan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 793 Indoor Game and Amusements/Permainan dalam Ruangan, Hiburan dalam Ruangan > 793.5 Forfeit and Trick Games/Trik Permainan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 793 Indoor Game and Amusements/Permainan dalam Ruangan, Hiburan dalam Ruangan > 793.9 Other Indoor Diversions/Hiburan dalam Ruangan Lainnya > 793.92 Battle Games/Game Pertempuran
Divisions: Fakultas Psikologi > Psikologi
Depositing User: Dede Muksin Lubis
Date Deposited: 05 Feb 2020 03:34
Last Modified: 05 Feb 2020 03:34
URI: http://repository.mercubuana.ac.id/id/eprint/53875

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