HUBUNGAN PERILAKU KONSUMTIF DENGAN KECANDUAN GAME ONLINE REMAJA DALAM PEMBELIAN VIRTUAL GOODS & BATTLE PASS PADA PERMAINAN DEFENSE OF THE ANCIENTS (DOTA) 2

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.

[img] Text (HAL COVER)
01 COVER.pdf

Download (435kB)
[img] Text (ABSTRAK)
02 ABSTRAK.pdf

Download (71kB)
[img] Text (BAB I)
03 BAB 1.pdf
Restricted to Registered users only

Download (201kB)
[img] Text (BAB II)
04 BAB 2.pdf
Restricted to Registered users only

Download (186kB)
[img] Text (BAB III)
05 BAB 3.pdf
Restricted to Registered users only

Download (184kB)
[img] Text (BAB IV)
06 BAB 4.pdf
Restricted to Registered users only

Download (228kB)
[img] Text (BAB V)
07 BAB 5.pdf
Restricted to Registered users only

Download (68kB)
[img] Text (DAFTAR PUSTAKA)
08 DAFTAR PUSTAKA.pdf
Restricted to Registered users only

Download (127kB)
[img] 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

Item Type: Thesis (S1)
Call Number CD: FP/PSI. 24 020
NIM/NIDN Creators: 46115120084
Uncontrolled Keywords: Kecanduan Bermain Game Online, Perilaku Konsumtif, DoTA 2
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 > 006 Special Computer Methods/Metode Komputer Tertentu > 006.7 Multimedia Systems/Sistem-sistem Multimedia
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.5 Psychology of Young People Twelve to Twenty/Psikologi Remaja
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.5 Psychology of Young People Twelve to Twenty/Psikologi Remaja > 155.53 Young People Twelve to Twenty by Sex/Psikologi Remaja Menurut Jenis Kelamin Usia 12 sampai dengan 20 Tahun
600 Technology/Teknologi > 610 Medical, Medicine, and Health Sciences/Ilmu Kedokteran, Ilmu Pengobatan dan Ilmu Kesehatan > 613 Personal Health, Hygiene/Ilmu Kesehatan Umum, Kesehatan Individu, Promosi Kesehatan, Higienis Umum > 613.8 Subtance Abuse, Drug Abuse/Kecanduan dan Ketagihan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 790.1-790.9 Standard Subdivisions of Recreational and Performing Arts/Subdivisi Standar dari Olah Raga dan Seni Pertunjukan > 790.1 Recreational Activities, Games/Aktivitas Rekreasi, Permainan
Divisions: Fakultas Psikologi > Psikologi
Depositing User: khalimah
Date Deposited: 03 Feb 2024 06:50
Last Modified: 03 Feb 2024 06:50
URI: http://repository.mercubuana.ac.id/id/eprint/85810

Actions (login required)

View Item View Item