Please use this identifier to cite or link to this item: https://repositori.uma.ac.id/handle/123456789/29536
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dc.contributor.advisorAndary, Ria Wuri-
dc.contributor.authorPratama, Dimas Agung-
dc.date.accessioned2026-03-06T07:28:38Z-
dc.date.available2026-03-06T07:28:38Z-
dc.date.issued2025-09-
dc.identifier.urihttps://repositori.uma.ac.id/handle/123456789/29536-
dc.description91 Halamanen_US
dc.description.abstractPenelitian ini bertujuan untuk mengetahui hubungan antara game online Mobile Legends dengan perilaku konsumtif remaja di SMA Kartika 1-2 Medan. Game online, khususnya Mobile Legends, semakin populer di kalangan remaja dan diduga memengaruhi pola konsumsi mereka, terutama dalam hal pembelian item dalam game. Penelitian ini menggunakan pendekatan kuantitatif dengan metode korelasional. Teknik pengumpulan data dilakukan melalui penyebaran kuesioner kepada siswa SMA Kartika 1-2 Medan. Hasil analisis data menunjukkan bahwa terdapat hubungan positif dan signifikan antara intensitas bermain Mobile Legends dengan perilaku konsumtif remaja, dengan nilai koefisien korelasi sebesar 0,204 dan taraf signifikansi sebesar 0,006. Meskipun kekuatan hubungan tergolong lemah, hasil ini tetap menunjukkan bahwa semakin tinggi keterlibatan remaja dalam game online Mobile Legends, maka semakin tinggi pula kecenderungan perilaku konsumtif mereka. Dengan demikian, Mobile Legends berkontribusi terhadap pembentukan perilaku konsumtif remaja, meskipun dalam kadar yang rendah. This study aims to determine the relationship between the online game Mobile Legends and the consumer behavior of adolescents at SMA Kartika 1-2 Medan. Online games, especially Mobile Legends, are increasingly popular among adolescents and are thought to influence their consumption patterns, especially in terms of purchasing in-game items. This study uses a quantitative approach with a correlational method. The data collection technique was carried out by distributing questionnaires to students of SMA Kartika 1-2 Medan. The results of the data analysis indicate a positive and significant relationship between the intensity of playing Mobile Legends and adolescent consumer behavior, with a correlation coefficient value of 0.204 and a significance level of 0.006. Although the strength of the relationship is relatively weak, these results still indicate that the higher the involvement of adolescents in the online game Mobile Legends, the higher their tendency for consumer behavior. Thus, Mobile Legends contributes to the formation of adolescent consumer behavior, albeit at a low level.en_US
dc.language.isoiden_US
dc.publisherUniversitas Medan Areaen_US
dc.relation.ispartofseriesNPM;218530064-
dc.subjectGame Onlineen_US
dc.subjectMobile Legendsen_US
dc.subjectPerilaku Konsumtifen_US
dc.subjectRemajaen_US
dc.subjectOnline Gameen_US
dc.subjectAdolescentsen_US
dc.subjectConsumptive Behavioren_US
dc.titleHubungan Game Online Mobile Legend terhadap Perilaku Konsumtif Remaja di Sma Kartika 1-2 Medanen_US
dc.title.alternativeThe Relationship Between the Mobile Legend Online Game and the Consumer Behavior of Adolescents at Kartika 1-2 High School, Medanen_US
dc.typeThesisen_US
Appears in Collections:SP - Communication Science

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