DAYA TARIK GAME ONLINE VALORANT TERHADAP MINAT GAMERS PADA MAHASISWA (Survey Terhadap Mahasiswa Broadcasting 2022 Universitas Mercu Buana)

BAIHAQI, DHIMAS IQBAL (2023) DAYA TARIK GAME ONLINE VALORANT TERHADAP MINAT GAMERS PADA MAHASISWA (Survey Terhadap Mahasiswa Broadcasting 2022 Universitas Mercu Buana). S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Communication is a topic that is discussed very often, not only among communication scientists, but also among lay people, so that the word communication itself has too many different meanings. The internet is a communications network that can be used to access information, communicate with other people, search for entertainment and so on. The increasing development of technology has its own positive impact on students in obtaining information to increase their knowledge in terms of learning and seeking entertainment. One of the entertainment that can be accessed using the internet network is online games. One of the online games that is quite popular with students today is the online game Valorant. This makes researchers interested in finding out about the online game Valorant regarding gamers' interest in students. In this research, the impact of communication is related to the AISAS theory where the audience receives the impact after playing the Valorant game in the form of attention, interest and action which is explained in the AISAS theory. This research uses a quantitative approach with an explanatory type. The method used was a survey by distributing questionnaires to 111 Broadcasting 2022 students at Mercu Buana University. The research results show that the coefficient of determination obtained is 0.376 or 37.6%. This shows that 37.6% of student gamers' interest is influenced by the online game Valorant. Meanwhile, the other 62.4% was influenced by other variables not researched by the author. Keywords: Communication, Internet, Valorant Games, AISAS, Interest. Komunikasi adalah suatu topik yang amat sering diperbincangkan, bukan hanya kalangan ilmuan komunikasi, melainkan juga dikalangan orang awam, sehingga kata konunikasi itu sendiri memiliki terlalu banyak arti yang berlainan. Internet merupakan suatu jaringan komunikasi yang dapat digunakan untuk mengakses informasi, berkomunikasi dengan oranglain, mencari hiburan dan lainlain. Meningkatnya perkembangan teknologi mempunyai dampak positif tersendiri bagi mahasiswa dalam memperoleh informasi untuk menambah pengetahuan mereka dalam hal belajar serta mencari hiburan. Salah satu hiburan yang dapat diakses menggunakan jaringan internet yaitu game online, salah satu game online yang cukup diminati oleh mahasiswa saat ini adalah game online Valorant.. Hal itu membuat peneliti tertarik untuk mengetahui game online valorant terhadap minat gamers pada mahasiswa. Dalam penelitian ini, dampak komunikasi berkaitan dengan teori AISAS dimana khalayak menerima dampak yang ditimbulkan setelah bermain game Valorant berupa perhatian, ketertarikan, dan aksi yang dijelaskan pada teori AISAS. Penelitian ini menggunakan pendekatan kuantitatif dengan tipe eksplanatif. Metode yang digunakan yaitu survey dengan menyebarkan kuisioner pada 111 mahasiswa Broadcasting 2022 Universitas Mercu Buana. Hasil penelitian menunjukan hasil koefisien determinasi diperoleh sebesar determinasi (R Square) sebesar 0,376 atau 37,6%. Hal ini menunjukkan bahwa 37,6% minat gamers mahasiswa terpengaruh dari game online Valorant. Sedangkan 62,4% lainnya dipengaruhi oleh variable lain yang tidak diteliti oleh penulis. Kata kunci: Komunikasi, Internet, Games Valorant, AISAS, Minat.

Item Type: Thesis (S1)
Call Number CD: FK/BRD. 23 144
NIM/NIDN Creators: 44119010006
Uncontrolled Keywords: Komunikasi, Internet, Games Valorant, AISAS, Minat.
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 070 Documentary Media, Educational Media, News Media, Journalism, Publishing/Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan
000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 070 Documentary Media, Educational Media, News Media, Journalism, Publishing/Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan > 070.1-070.9 Standard Subdivisions of Documentary Media, Educational Media, News Media, Journalism, Publishing/Subdivisi Standar Dari Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan
000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 070 Documentary Media, Educational Media, News Media, Journalism, Publishing/Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan > 070.1-070.9 Standard Subdivisions of Documentary Media, Educational Media, News Media, Journalism, Publishing/Subdivisi Standar Dari Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan > 070.1 Documentary Media, Educational Media, News Media/Media Dokumenter, Media Pendidikan, Media Berita > 070.19 Broadcast Media/Media Broadcast
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 > 799 Fishing, Hunting, Shooting > 799.2 Hunting/Olah Raga Berburu
Divisions: Fakultas Ilmu Komunikasi > Penyiaran
Depositing User: ADELINA HASNA SETIAWATI
Date Deposited: 16 Nov 2023 07:51
Last Modified: 16 Nov 2023 07:51
URI: http://repository.mercubuana.ac.id/id/eprint/84224

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