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dc.contributor.advisorNasution, Indri Kemala
dc.contributor.authorPasaribu, Steven
dc.date.accessioned2024-05-17T04:59:44Z
dc.date.available2024-05-17T04:59:44Z
dc.date.issued2023
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/93302
dc.description.abstractThis study aims to determine the effect of subjective well-being on online game addiction in late adolescents. The subjects in this study were 254 late adolescents. The method used in this research is a quantitative method. The data collection method uses a Likert scale, namely a scale for online game addiction, life satisfaction and affection. The analytical method used in this study is multiple regression analysis. The results of this study show that there is a negative influence on life satisfaction with online game addiction in late teen and a negative influence on affection with online game addiction in late teens. Subjective well-being has an effect of 75,1%. The results of this study show that the higher the level of subjective well-being, the lower the level of online game addiction.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectSubjective Well-beingen_US
dc.subjectOnline game Addictionen_US
dc.subjectLate Adolescencesen_US
dc.subjectSDGsen_US
dc.titlePengaruh Kesejahteraan Subjektif terhadap Kecanduan Game Online pada Remaja Akhiren_US
dc.title.alternativeThe Effect of Subjective Well-Being on Online game Addiction in Late Adolescentsen_US
dc.typeThesisen_US
dc.identifier.nimNIM191301120
dc.identifier.nidnNIDN0019038301
dc.identifier.kodeprodiKODEPRODI73201#Psikologi
dc.description.pages116 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US


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