SABILLA, ANIDA FI (2022) STUDI DESKRIPTIF MOTIVASI PENGGUNAAN GAME ONLINE DI MASA PANDEMI. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
This study aims to determine the demographic description of the motivation to play online games for Mercu Buana University students. The subjects of this study amounted to 134 respondents. This type of research is descriptive statistics. The sampling method in this study is a non-probability technique and the method used is accidental sampling. The measuring instrument used is the Motivation To Play Game Questionnaire (MPOGQ) in the form of a questionnaire using a Likert scale; it consists of 25 statements arranged as indicators. The results showed that the motivation to play online games at Mercu Buana University Jakarta students was at medium and high levels. With the overall komponenon score, the highest immersion komponenon value is 43.3% so that students have a high immersion motivation komponenon. Kata Kunci : Motivation to play game Penelitian ini bertujuan bertujuan untuk mengetahui gambaran demografis motivasi bermain game online mahasiswa Universitas Mercu Buana. Subjek penelitian ini berjumlah 134 responden. Jenis penelitian ini adalah statistik deskriptif. Metode sampling pada penelitian ini adalah Teknik non-probability dan metode yang digunakan adalah Accidental sampling. Alat ukur yang digunakan adalah Motivation To Play Game Questionnaire (MPOGQ) berupa kuesioner menggunakan skala likert; terdiri dari 25 pernyataan yang disusun sebagai indikator. Hasil penelitian menunjukkan bahwa motivasi bermain game online pada mahasiswa Universitas Mercu Buana Jakarta berada pada tingkat sedang dan tinggi. Dengan skor keseluruhan komponen, nilai komponen immersion tertinggi sebesar 43.3% sehingga mahasiswa memiliki komponen motivasi immersion yang tinggi. Kata kunci: Motivasi bermain game
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