HIDAYAT, ARIS KUSUMA (2019) PENGARUH KECANDUAN GAME ONLINE MOBILE LEGENDS: BANG BANG TERHADAP PERILAKU PROKRASTINASI PADA DEWASA AWAL. S1 thesis, Universitas Mercu Buana.
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Abstract
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. 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.
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