MASNAR, RAEGY (2021) HUBUNGAN ANTARA KECANDUAN GAME ONLINE (Mobile Legends) DENGAN INTERAKSI SOSIAL PADA SISWA SMAN 90 JAKARTA. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
This study aims to examine the relationship between online game addiction and social interaction among students of SMAN 90 Jakarta. The hypothesis in this study is that there is a negative relationship between online game addiction (mobile legend) and social interaction, namely the higher the addiction to online games, the social interaction owned by SMAN 90 students will tend to be low, and vice versa. To prove this hypothesis, the hypothesis analysis was carried out using the Pearson Product Moment correlation technique at SPSS 24. The subjects in this study were students of SMAN 90 Jakarta with an age range of 14-18 years and had played the legendary mobile online game, with the number of male students as subjects 207 and female student subjects 51. In this study, two scales were used, the online game addiction variable used an adaptation of previous research from Fansisca Gradistia Bai (2015) and the social interaction variable adapted from previous research, namely Wahyu Miraningsih (2013). The results on the correlation coefficient obtained by the value of P = -0.005 < r table 0.113 and the value of Sig. (2 tailed) 0.214 > 0, 05 based on the value above, there is no relationship or no significant correlation between online game addiction and social interaction, but both variables are negative. Keywords: Addiction Game Online, Social Interaction, Students of SMAN 90 Penelitian ini bertujuan untuk melihat hubungan kecanduan game online terhadap interaksi sosial pada siswa SMAN 90 Jakarta. Hipotesis dalam penelitian ini adalah adanya hubungan negatif antara kecanduan game online (mobile legend) dan interaksi sosial, yaitu semakin tinggi kecanduan game online, interaksi sosial yang dimiliki oleh siswa SMAN 90 akan cenderung rendah, begitupun sebaliknya. Untuk membuktikan hipotesis tersebut maka analisis hipotesis dilakukan dengan menggunakan teknik kolerasi Pearson Product Moment pada SPSS 24. Subjek dalam penelitian ini adalah siswa SMAN 90 Jakarta dengan rentang usia 14-18 tahun dan telah memainkan game online mobile legend, dengan jumlah subjek siswa laki-laki 207 dan subjek siswi perempuan 51. Dalam penelitian ini digunakan dua skala, variable kecanduan game online menggunakan adaptasi penelitian sebelumnya dari Fansisca Gradistia Bai (2015) dan variable interaksi sosial mengadaptasi dari penelitian sebelumnya yaitu Wahyu Miraningsih (2013). Hasil pada koefisien korelasi yang diperoleh nilai P = -0,005 < r table 0,113 dan nilai Sig. (2 tailed) 0,214 > 0, 05 berdasarkan nilai diatas maka tidak adanya hubungan ataupun tidak adanya korelasi yang signifikan antara kecanduan game online dengan interaksi sosial akan tetapi kedua variable bersifat negatif. Kata Kunci : Kecanduan Game Online, Interaksi Sosial, Siswa SMAN 90
Item Type: | Thesis (S1) |
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NIM/NIDN Creators: | 46114110055 |
Uncontrolled Keywords: | Kecanduan Game Online, Interaksi Sosial, Siswa SMAN 90 |
Subjects: | 100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi 300 Social Science/Ilmu-ilmu Sosial > 300. Social Science/Ilmu-ilmu Sosial > 302 Social Interaction, Interpersonal Relations/Interaksi Sosial, Hubungan Antarpersonal > 302.3 Social Interactions within Groups/Interaksi Sosial dalam Kelompok 300 Social Science/Ilmu-ilmu Sosial > 300. Social Science/Ilmu-ilmu Sosial > 302 Social Interaction, Interpersonal Relations/Interaksi Sosial, Hubungan Antarpersonal > 302.4 Social Interactions between Groups/Interaksi Sosial antar Kelompok |
Divisions: | Fakultas Psikologi > Psikologi |
Depositing User: | Dede Muksin Lubis |
Date Deposited: | 03 Nov 2023 01:35 |
Last Modified: | 03 Nov 2023 01:35 |
URI: | http://repository.mercubuana.ac.id/id/eprint/83731 |
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