PENGARUH ADIKSI GAME ONLINE MOBILE LEGEND BANG BANG (MLBB) TERHADAP KECERDASAN EMOSIONAL PADA MAHASISWA DI UNIVERSITAS MERCU BUANA JAKARTA

YUSHA, ANNAZMI (2024) PENGARUH ADIKSI GAME ONLINE MOBILE LEGEND BANG BANG (MLBB) TERHADAP KECERDASAN EMOSIONAL PADA MAHASISWA DI UNIVERSITAS MERCU BUANA JAKARTA. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

This study aims to determine whether there is an influence between online game addiction Mobile Legend Bang Bang (MLBB) and emotional intelligence in students at Mercu Buana University Jakarta. Sampling was determined by purposive sampling. The number of samples used as research was 196 students. The data collection method used was the emotional intelligence scale and the online game addiction scale. The data analysis technique used a simple regression test which showed F = 10.702 with a significance level of 0.001 <0.005 and a determination coefficient (R Square) of 0.052 was obtained, so it can be concluded that there is a significant influence of Online Game Addiction on Emotional Intelligence of 5.2%. The results of this study indicate that there is a negative and significant influence between online game addiction and emotional intelligence, with a value of r = -0.228 and a Sig value = 0.001 (P <0.05). This means that the higher the level of online game addiction of students, the lower their level of emotional intelligence. Conversely, if the level of online game addiction of students is lower, the higher their level of emotional intelligence. Keywords : online game addiction, emotional intelligence, College Student. Penelitian ini bertujuan untuk mengkaji pengaruh antara adiksi game online Mobile Legend Bang Bang (MLBB) dengan kecerdasan emosional pada mahasiswa di Universitas Mercu Buana Jakarta. Pengambilan sampel ditentukan dengan purposive sampling. Jumlah sampel yang digunakan sebagai penelitian adalah 196 mahasiswa. Metode pengumpulan data yang digunakan adalah skala kecerdasan emosional dan skala adiksi game online. Teknik analisis data menggunakan uji regresi sederhana. Uji hipotesis menunjukkan F hitung = 10,702 dengan tingkat signifikansi sebesar 0,001 < 0,005 dan diperoleh koefisien determinasi (R Square) sebesar 0,052. Maka dapat disimpulkan bahwa terdapat pengaruh yang signifikan Adiksi Game Online terhadap Kecerdasan Emosional sebesar 5,2%. Hasil penelitian ini menunjukkan terdapat pengaruh negatif dan signifikan antara adiksi game online dengan kecerdasan emosional, dengan nilai r = -0,228 dan nilai Sig = 0,001 (P < 0,05). Artinya, semakin tinggi adiksi game online mahasiswa maka semakin rendah pula tingkat kecerdasan emosionalnya. Sebaliknya jika semakin rendah adiksi game online mahasiswa maka semakin tinggi kecerdasan emosionalnya. Kata Kunci : Adiksi Game Online, Kecerdasan Emosional, Mahasiswa.

Item Type: Thesis (S1)
Call Number CD: FP/PSI. 24 115
NIM/NIDN Creators: 46120010152
Uncontrolled Keywords: Adiksi Game Online, Kecerdasan Emosional, Mahasiswa.
Subjects: 100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 152 Sensory Perception, Movement, Emotions, Physiological Drives/Psikologi Fisiologis
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 153 Conscious Mental Process and Intelligence/Intelegensia, Kecerdasan Proses Intelektual dan Mental
Divisions: Fakultas Psikologi > Psikologi
Depositing User: khalimah
Date Deposited: 30 Sep 2024 01:56
Last Modified: 30 Sep 2024 01:56
URI: http://repository.mercubuana.ac.id/id/eprint/91928

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