GALLE, EZRA JODDIE (2024) HUBUNGAN PERILAKU KONSUMTIF DENGAN KECANDUAN GAME ONLINE REMAJA DALAM PEMBELIAN VIRTUAL GOODS & BATTLE PASS PADA PERMAINAN DEFENSE OF THE ANCIENTS (DOTA) 2. S1 thesis, Universitas Mercu Buana Jakarta.
Text (HAL COVER)
01 COVER.pdf Download (435kB) |
|
Text (ABSTRAK)
02 ABSTRAK.pdf Download (71kB) |
|
Text (BAB I)
03 BAB 1.pdf Restricted to Registered users only Download (201kB) |
|
Text (BAB II)
04 BAB 2.pdf Restricted to Registered users only Download (186kB) |
|
Text (BAB III)
05 BAB 3.pdf Restricted to Registered users only Download (184kB) |
|
Text (BAB IV)
06 BAB 4.pdf Restricted to Registered users only Download (228kB) |
|
Text (BAB V)
07 BAB 5.pdf Restricted to Registered users only Download (68kB) |
|
Text (DAFTAR PUSTAKA)
08 DAFTAR PUSTAKA.pdf Restricted to Registered users only Download (127kB) |
|
Text (LAMPIRAN)
09 LAMPIRAN.pdf Restricted to Registered users only Download (695kB) |
Abstract
This study aims to determine whether there is a relationship between online gaming addiction and adolescent consumptive behavior in purchasing virtual goods and Battle Pass in the game DoTA 2. The study was conducted using a survey method through the internet media using Google Form. The research participants were determined through purposive sampling of 157 final year teenagers aged 17-22 years who played DoTA 2 and had made at least one transaction or purchase. Based on the results of the validity and reliability data tests that have been conducted, it was found that the data on the normality test is not normally distributed. Therefore, the hypothesis test was performed using the Spearman Brown method, with the results of the sig value (2-tailed) of 0.076, indicating that variable X and Y are not correlated. The results of the study showed that there was no relationship found between online gaming addiction and adolescent consumptive behavior in purchasing virtual goods and Battle Pass in the game DoTA 2. Keywords: Online Gaming Addiction, Consumptive Behavior, DoTA 2 Penelitian ini bertujuan untuk mengetahui adakah hubungan antara kecanduan game online dengan perilaku konsumtif remaja dalam pembelian virtual goods & Battle Pass pada permainan DoTA 2. Penelitian ini dilakukan menggunakan metode survei melalui media internet dengan menggunakan google form. Partisipan penelitian ditentukan melalui purposive sampling terhadap 157 remaja akhir berusia 18-22 tahun yang bermain DoTA 2 dan pernah melakukan transaksi atau pembelian setidaknya satu kali. Berdasarkan hasil uji data validitas dan reliabilitas yang telah dilakukan, ditemukan bahwa data pada uji normalitas tidak berdistribusi normal. Oleh karena itu, uji hipotesis menggunakan metode Spearman Brown, dengan hasil nilai sig. (2-tailed) 0.076, dapat dikatakan bahwa variabel X dan Y tidak berkorelasi. Hasil penelitian menunjukkan bahwa tidak ditemukan hubungan antara kecanduan game online dengan perilaku konsumtif remaja dalam pembelian virtual goods dan battle pass pada permainan DoTA 2. Kata Kunci: Kecanduan Bermain Game Online, Perilaku Konsumtif, DoTA 2
Actions (login required)
View Item |