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DC Field | Value | Language |
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dc.contributor.advisor | Hardjo, Suryani | - |
dc.contributor.author | Anugrah, Faisal | - |
dc.date.accessioned | 2023-10-12T02:51:21Z | - |
dc.date.available | 2023-10-12T02:51:21Z | - |
dc.date.issued | 2023-08-23 | - |
dc.identifier.uri | https://repositori.uma.ac.id/handle/123456789/21472 | - |
dc.description | 73 Halaman | en_US |
dc.description.abstract | Penelitian ini bertujuan untuk mengidentifikasi dan mengetahui faktor-faktor yang mempengaruhi intensitas bermain game online pada remaja di Desa orika Kecamatan Pulau Rakyat Kabupaten Asahan. Subjek dalam penelitian ini adalah 42 remaja pengguna game online di Desa orika. Teknik pengambilan sampel menggunakan Screening Test. Pengambilan data menggunakan skala faktor yang mempengaruhi intensitas bermain game online menurut Adams & Rollings (2010) dan Yee (2005) yaitu faktor kondisi psikologis, jenis permainan, relationship, manipulation, immersion ,escapism dan achievement, kemudian disusun menjadi 40 aitem. Analisis data mengunakan analisis factorial dengan statistik deskriptif dalam bentuk persen. Berdasarkan hasil analisis factorial menunjukkan kontribusi faktor yang mempengaruhi intensitas bermain game online pada remaja yaitu: faktor kondisi psikologis sebesar 0,828 atau 18%, faktor jenis permainan sebesar 0,522 atau 12%, faktor relationship sebesar 0,577 atau 13%, faktor manipulation sebesar 0,474 atau 10%, faktor immersion sebesar 0,761 atau 17%, faktor escapism sebesar 0,528 atau 12% dan faktor achievement sebesar 0,810 atau 18%. This study aims to identify and determine the factors that influence the intensity of playing online games among adolescents in Orika Village, Pulau Rakyat Subdistrict, Asahan Regency. The subjects in this study were 42 adolescent online game users in Orika Village. The sampling technique used the Screening Test. Data collection uses a scale of factors that influence the intensity of playing online games according to Adams & Rollings (2010) and Yee (2005), namely psychological condition factors, types of games, relationships, manipulation, immersion, escapism and achievement, then arranged into 40 items. Data analysis uses factorial analysis with descriptive statistics in the form of percentages. Based on the results of factorial analysis shows the contribution of factors that affect the intensity of playing online games in adolescents, namely: psychological condition factor of 0.828 or 18%, game type factor of 0.522 or 12%, relationship factor of 0.577 or 13%, manipulation factor of 0.474 or 10%, immersion factor of 0.761 or 17%, escapism factor of 0.528 or 12% and achievement factor of 0.810 or 18%. | en_US |
dc.language.iso | id | en_US |
dc.publisher | Universitas Medan Area | en_US |
dc.relation.ispartofseries | NPM;178600235 | - |
dc.subject | faktor Intensitas bermain game online | en_US |
dc.subject | remaja | en_US |
dc.subject | online gaming intensity factor | en_US |
dc.subject | adolescent | en_US |
dc.title | Studi Identifikasi Faktor-faktor yang Mempengaruhi Intensitas Bermain Game Online pada Remaja di Desa Orika Kecamatan Pulau Rakyat Kabupaten Asahan | en_US |
dc.title.alternative | Study Of Identification Of Factors That Influence The Intensity Of Online Game Playing In Adolescent In Orika Village Pulau Rakyat District Asahan Regency | en_US |
dc.type | Skripsi Sarjana | en_US |
Appears in Collections: | SP - Psychology |
Files in This Item:
File | Description | Size | Format | |
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178600235 - Faisal Anugrah - Fulltext.pdf | Cover, Abstract, Chapter I, II, III, V, Bibliography | 2.2 MB | Adobe PDF | View/Open |
178600235 - Faisal Anugrah - Chaptre IV.pdf Restricted Access | Chapter IV | 521.93 kB | Adobe PDF | View/Open Request a copy |
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