dc.description.abstract | In the era of generation Z, which grows along with technology, everyone is close
to gadgets, along with their use, the benefits and uses, which are also complex,
apart from innovation for communication needs, gadgets also often bring up new
things between users, namely how to communicate with one another. like the
internet, for example in online games. Online games gave birth to a phenomenon
in the beahvior of generation Z. The purpose of this study is to analyze and
describe the interest of Generation Z in playing online games and the impact of
games on the behavior of Generation Z in Titichain Village, Medan Baru. The
method used by the researcher is a qualitative descriptive method in which the
researcher conducts observations, interviews, and documentation of several
randomly selected informants ranging from 15 to 23 years of age. The theory used
is the phenomenological theory of Alfred Scutzh. The results of the study explain
that the average generation Z has different motives that are not exactly the same in
expressing themselves in online games. The phenomenon of using online games
among Generation Z is influenced by three factors, namely: Prestige, Feelings,
and Motivation. Online games can help themselves to come up with a new self concept about the advantages of an achievement and increase self-confidence
among generation Z. The substance of this research contributes in the form of
breakthrough recommendations to all generation Z to always be confident and
have a better understanding of the utilization especially when playing online
games. | en_US |