ILIYANDA, ADISTI (2020) HUBUNGAN ANTARA GAME MOBILE LEGENDS DENGAN PERILAKU AGRESIVITAS PENGGUNA REMAJA LAKILAKI DIPERUMAHAN CIPONDOH MAKMUR. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
The intensity of playing online games among teenagers is one of the problems experienced by teenagers. Online gaming has become a phenomenon nowadays. Based on the results of the study, online influence games are very influential on the preferences of aggressive behavior in adolescents. Aggressive behavior is an action carried out by individuals intentionally with the aim of being injured or intentionally injuring the individual intentionally both physically and verbally. This study uses a quantitative approach to the type of positivism research. Survey method with questionnaire, and the subject of this research were 74 male teenage respondents in Housing Cipondoh Makmur who played mobile legends games and behaved aggressively. Data collection techniques using a Likert scale with data analysis of this study using techniques correlation product moments. The results of this study produce a fact of 0,000, which is greater than the significance level of 0.05 (significance level α = 5%), which means that Ho is rejected and Ha is accepted, or is undeniably related to what is associated with the mobile game legend of the interaction aggressiveness of adolescent boys, with significant interactions (rxy = 0.714; sig = 0,000> 0.05). Keywords: Intensity to Play Online Games, Aggression Intensitas bermain game online dikalangan remaja menjadi salah satu permasalahan yang dialami remaja. Game online sudah menjadi fenomena saat ini. Berdasarkan hasil penelitian, dampak intensitas bermain game online sangat berpengaruh terhadap kecenderungan perilaku agresif pada remaja. Perilaku agresif merupakan suatu tindakan yang dilakukan individu secara sengaja dengan tujuan menyakiti atau melukai individu secara sengaja baik secara fisik maupun verbal. Penelitian ini menggunakan pendekatan kuantitatif dengan tipe penelitian positivism. Metode survey dengan kuesioner, dan subjek penelitian ini sebanyak 74 responden remaja laki-laki di Perumahan Cipondoh Makmur yang bermain game mobile legends dan berperilaku agresif. Teknik pengumpulan data menggunakan skala likert dengan analisa data penelitian ini menggunakan teknik korelasi pearson product moments. Hasil dari penelitian ini menunjukkan bahwa tingkat probabilitas sebesar 0.000 yakni jauh lebih kecil dari nilai taraf signifikasi sebesar 0.05 (taraf signifikasi α = 5%) yang berarti Ho ditolak dan Ha diterima, atau dapat disimpulkan bahwa terdapat hubungan yang signifikan antara intensitas bermain game mobile legends terhadap perilaku agresivitas remaja laki-laki, dengan korelasi yang signifikan (rxy = 0,714 ; sig = 0,000 > 0,05) artinya ada hubungan yang positif dan searah antara Game Mobile Legends dengan Perilaku Agresivitas. Kata Kunci : Intensitas Bermain Game Online, Agresivitas
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