Please use this identifier to cite or link to this item: https://repositori.uma.ac.id/handle/123456789/21592
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dc.contributor.advisorAlfita, Laili-
dc.contributor.authorS, Immanuel-
dc.date.accessioned2023-10-20T05:01:39Z-
dc.date.available2023-10-20T05:01:39Z-
dc.date.issued2023-09-18-
dc.identifier.urihttps://repositori.uma.ac.id/handle/123456789/21592-
dc.description106 Halamanen_US
dc.description.abstractPenelitian ini bertujuan untuk mengetahui Hubungan Antara Kecanduan Game Online Dengan Perilaku Agresif Remaja Di Warnet 26 Net MEDAN. Populasi sebanyak 69 orang dan sampel sebanyak 34 orang. Teknik pengambilan sampel adalah teknik purposive sampling. Skala perilaku agresif dalam penelitian ini disusun berdasarkan aspek-askpek perilaku agresif menurut Buss dan Perry (2003) yaitu physical aggression, verbal aggression, anger, dan hostility. Skala kecanduan game online dalam penelitian ini disusun berdasarkan aspek-aspek game online menurut Lemmens (2009) yaitu salience, tolerance, mood modification, withdrawal, relapse, conflict, dan problems. Berdasarkan hasil analisis dengan metode analisis korelasi r Product Moment, diketahui bahwa ada hubungan positif antara kecanduan game online dengan perilaku agresif remaja, dimana R = 0,880 dengan signifikan p = 0.000 < 0,050. Artinya hipotesis yang diajukan semakin tinggi kecanduan game online maka semakin tinggi perilaku agresif dinyatakan diterima. Koefisien determinan (R2) dari hubungan antara variabel bebas X dengan variabel terikat Y adalah sebesar R2 = 0,774. Ini menunjukkan bahwa kecanduan game online berkontribusi terhadap perilaku agresif sebesar 77,4%. This study aims to determine the correlation between Online Game Addiction and Aggressive Behavior of Teenagers in Warnet 26 Net MEDAN. The population is 69 peoples dan the sample is 34 peoples. The sampling technique is a purposive sampling technique. The aggressive behavior scale in this study was compiled based on aspects of aggressive behavior according to Buss and Perry (2003), namely physical aggression, verbal aggression, anger, and hostility. The online game addiction scale in this study was compiled based on online game aspects according to Lemmens (2009), namely salience, tolerance, mood modification, withdrawal, relapse, conflict, and problems. Based on the results of the analysis using the r Product Moment correlation analysis method, it is known that there is a positive correlation between online game addiction and adolescent aggressive behavior, where R = 0.880 with a significant p = 0.000 <0.050. This means that the hypothesis put forward is that the higher the addiction to online games, the higher the aggressive behavior is declared accepted. The coefficient of determination (R2) of the correlation between the independent variable X and the dependent variable Y is R2 = 0,774. This shows that online game addiction contributes to aggressive behavior by 77,4%.en_US
dc.language.isoiden_US
dc.publisherUniversitas Medan Areaen_US
dc.relation.ispartofseriesNPM;168600295-
dc.subjectOnline Game Addictionen_US
dc.subjectAggressive Behavioren_US
dc.subjectAdolescentsen_US
dc.subjectKecanduan Game Onlineen_US
dc.subjectPerilaku Agresifen_US
dc.subjectRemajaen_US
dc.titleHubungan Antara Kecanduan Game Online Dengan Perilaku Agresif Remaja Di Warnet 26 Net Medanen_US
dc.title.alternativeThe Relationship Between Online Game Addiction and Aggressive Behavior of Adolescents in the 26 Net Medan Internet Cafeen_US
dc.typeThesisen_US
Appears in Collections:SP - Psychology

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