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dc.contributor.advisorRamadhani, Emilia
dc.contributor.authorGirsang, Randy Josia Enrique
dc.date.accessioned2024-02-20T05:08:02Z
dc.date.available2024-02-20T05:08:02Z
dc.date.issued2023
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/91560
dc.description.abstractThis research is entitled "Withdrawal in Online Games (Descriptive Qualitative Study of Withdrawal Gamer Mobile Legends USU Japanese Literature Students). The purpose of this research is to find out the form of withdrawal of Mobile Legends gamers USU Japanese Literature Students and find out the reasons for the withdrawal of Mobile Legends gamers USU Japanese Literature Students derived from the SIDE theory (Social Identify Model Of Deindividuation Effects). The theories and concepts in this research are interpersonal communication, SIDE theory, withdrawal, new media, online games, Mobile Legends. This research uses a qualitative approach with descriptive research methods. The data collection techniques used are interviews and direct observation. The number of informants in this study were five people who were determined by purposive technique. Informants are students majoring in Japanese Literature class of 2021, play the Mobile Legends game and have a high playing intensity with an average of five hours per day, ranked at least epic, and express their expressions in the game and outside the game. The forms of withdrawal used are based on the components of online game addiction based on Wu, there are five, but in this study we will use only two that represent forms of withdrawal, namely agitated withdrawal and mournful withdrawal. The results of this study show that the five informants withdrew with agitated withdrawal and mournful withdrawal. The five informants withdrew on the grounds of dependence on the Mobile Legends game, which made it difficult for informants to leave the game and felt addicted and lost to the game, which caused an imbalance in priorities carried out by the informants. Informants also release emotions in the game, and make games as a way to escape from problems or just for entertainment after being tired of activities. The informants withdrew from their environment but the informants gathered with an environment that had the same habits as them, which the informants got with their circle who were also fellow Mobile Legends game players.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectWithdrawalen_US
dc.subjectOnline Gamesen_US
dc.subjectMobile Legendsen_US
dc.subjectSDGsen_US
dc.titlePenarikan Diri dalam Game Online (Research Kualitatif Withdrawal Gamer Mobile Legends Mahasiswa Sastra Jepang USU)en_US
dc.typeThesisen_US
dc.identifier.nimNIM190904089
dc.identifier.nidnNIDN0021107301
dc.identifier.kodeprodiKODEPRODI70201#Ilmu Komunikasi
dc.description.pages132 Halamanen_US
dc.description.typeSkripsi Sarjanaen_US


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