Dampak Permainan Game Online terhadap Perilaku Konsumtif Siswa (Studi Kasus Penggemar Mobile Legend di Sma Negeri 1 Kecamatan Padang Bolak Kabupaten Padang Lawas Utara)
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Date
2023Author
Siregar, Alwi Sahbana
Advisor(s)
Hafi, Bisru
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Online games are games where many people can play at the same time
through online communication networks. In the process, online games require an
internet connection to be played. Online games can be played by multiplayer
joined in one network server. Mobile Legend is an online game that is played
using an internet network connection. Mobile Legend, or abbreviated as ML, is a
competition genre game that can be downloaded in the Playstore or iOS
applications on smartphones. There are several game modes in the legendary
mobile application that can be played according to the player's wishes. The focus
point in this study is how wasteful students use money to play online games,
causing consumptive behavior. The theory used in this study is the theory of
Consumptive Behavior and Jean Baudrillard's theory of Hyperreality. The method
used in this study is a qualitative research method with a case study approach,
namely observation, in-depth interviews supplemented by documentation studies.
This method aims to be able to reveal a phenomenon or event, facts and
circumstances that occur by interpreting and describing the data obtained and
related to the situation that is currently happening in society. The research results
show the following; First, the consumptive behavior of students who are addicts
to Mobile Legend online games is influenced by the environment. The presence of
friends or support from outsiders that student gamers receive encourages them to
play continuously. The virtual world or especially the world of online games is
also a new environment for them. Friends from online games who have the same
hobbies are considered to understand what they feel. Second, the family
environment is also a factor in the longevity of playing online game activities,
determining how individuals behave towards others in social interactions.
Dissatisfaction with the lack of attention from the family makes student gamers
prefer to seek fun outside the home. Parents tend to compensate their attention
and affection in the form of material or money. Dissatisfaction with the need for
attention that is compensated for in material terms will be met through spending
on that material as well. Children then think that material is a substitute for
parental attention
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- Undergraduate Theses [939]