PERBEDAAN TINGKAT SOCIAL CONNECTEDNESSS ANTARA PC GAMERS, MOBILE GAMERS, DAN NON-GAMERS PADA DEWASA MUDA

NURIZKI, FAJAR (2026) PERBEDAAN TINGKAT SOCIAL CONNECTEDNESSS ANTARA PC GAMERS, MOBILE GAMERS, DAN NON-GAMERS PADA DEWASA MUDA. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

This study aimed to examine differences in Social Connectednesss among PC gamers, mobile gamers, and non-gamers in young adulthood. Social Connectednesss refers to an individual’s subjective sense of closeness, acceptance, belonging, and connection to the social world. This study employed a quantitative comparative design. The sample consisted of 529 Indonesian young adults aged 18– 35 years, including 161 PC gamers, 252 mobile gamers, and 116 non-gamers. Participants were recruited using purposive sampling. Social Connectednesss was measured using the Indonesian version of the Social Connectednesss Scale– Revised, which consists of 20 items. The data were analyzed using a one-way analysis of variance followed by Tukey’s post hoc test. The results indicated a significant difference in Social Connectednesss among the three groups, F = 3.66, p = .027. The post hoc analysis revealed that a significant difference was found only between PC gamers and mobile gamers, p = .037. No significant difference was found between PC gamers and non-gamers or between mobile gamers and nongamers. These findings indicate that engagement in gaming cannot be directly used to determine whether an individual has high or low Social Connectednesss. The observed difference occurred more specifically between gamer groups based on their primary gaming platform. Future research should consider game genres, gaming motivations, communication features, community membership, and the quality of interactions among players. Keywords : Social Connectednesss, PC Gamers, Mobile Gamers, Non-Gamers, Emerging Adulthood Penelitian ini bertujuan untuk mengetahui perbedaan tingkat Social Connectednesss antara PC gamers, mobile gamers, dan non-gamers pada dewasa muda. Social Connectednesss merupakan perasaan subjektif individu mengenai sejauh mana dirinya merasa dekat, diterima, memiliki tempat, dan menjadi bagian dari lingkungan sosial. Penelitian menggunakan pendekatan kuantitatif dengan desain komparatif. Sampel penelitian berjumlah 529 dewasa muda berusia 18–35 tahun yang terdiri atas 161 PC gamers, 252 mobile gamers, dan 116 non-gamers. Pengambilan sampel dilakukan menggunakan teknik purposive sampling. Pengukuran Social Connectednesss menggunakan Social Connectednesss Scale– Revised versi bahasa Indonesia yang terdiri atas 20 item. Data dianalisis menggunakan one-way analysis of variance dan dilanjutkan dengan uji post hoc Tukey. Hasil analisis menunjukkan bahwa terdapat perbedaan tingkat Social Connectednesss yang signifikan di antara ketiga kelompok, dengan nilai F = 3,66 dan p = 0,027 Hasil uji post hoc menunjukkan bahwa perbedaan signifikan hanya ditemukan antara PC gamers dan mobile gamers dengan p = 0,037, sedangkan PC gamers tidak berbeda secara signifikan dengan non-gamers dan mobile gamers juga tidak berbeda secara signifikan dengan non-gamers. Temuan tersebut menunjukkan bahwa aktivitas gaming tidak dapat secara langsung digunakan untuk menyimpulkan tinggi atau rendahnya keterhubungan sosial individu. Perbedaan yang ditemukan lebih spesifik terjadi di antara kelompok gamers berdasarkan platform utama yang digunakan. Penelitian berikutnya disarankan untuk mempertimbangkan jenis permainan, motivasi bermain, penggunaan fitur komunikasi, keanggotaan komunitas, dan kualitas interaksi antarpemain. Kata Kunci : Social Connectednesss, PC gamers, Mobile Gamers, Non-Gamers, Dewasa Muda

Item Type: Thesis (S1)
NIM/NIDN Creators: 46121110091
Uncontrolled Keywords: Social Connectednesss, PC gamers, Mobile Gamers, Non-Gamers, Dewasa Muda
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 000. Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 004 Data Processing, Computer Science/Pemrosesan Data, Ilmu Komputer, Teknik Informatika > 004.7 Peripherals/Periferal > 004.71 Peripherals for Digital Computers/Periferal Untuk Komputer Digital
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.6 Psychology of Adults/Psikologi Dewasa > 155.65 Young Adults by Sex/Orang Dewasa Muda
Divisions: Fakultas Psikologi > Psikologi
Depositing User: khalimah
Date Deposited: 24 Aug 2026 08:08
Last Modified: 24 Aug 2026 08:08
URI: http://repository.mercubuana.ac.id/id/eprint/103371

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