dc.contributor.advisor | Malik, Rahman | |
dc.contributor.author | Hasibuan, Azhar Riadi | |
dc.date.accessioned | 2024-09-05T03:39:26Z | |
dc.date.available | 2024-09-05T03:39:26Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | https://repositori.usu.ac.id/handle/123456789/96727 | |
dc.description.abstract | Online games are becoming common among people. The online game itself is a game that can be played through the internet and smartphone networks. Currently the online game Mobile Legends: Bang Bang is quite popular among children, teenagers and even adults. This study aims to determine and analyze the motives of students playing online games Mobile Legends: Bang Bang on FISIP USU students. This research uses qualitative research methods with a phenomenological approach. The data collection techniques in this research are participant observation, in-depth interviews and documentation. The unit of analysis of this research is 10 active students of FISIP USU who play the online game Mobile Legends: Bang Bang. Determination of informants in this study using accidental sampling technique. By using Max Weber's social action theory, researchers want to see the motives of students playing online games. The results of this study indicate that there are various kinds of motives for students to play online games Mobile Legends: Bang Bang including filling spare time, getting pleasure, getting benefits, adding friendship relationships, and addiction. With Weber's social action approach, students play online games because of the benefits they want to achieve (Instrument Rational Social Action), add friendship relationships (Value-Oriented Social Action), get pleasure (Affective Social Action) and the influence of the environment that makes them participate in Mobile Legends game activities: Bang Bang (Traditional Action) | en_US |
dc.language.iso | id | en_US |
dc.publisher | Universitas Sumatera Utara | en_US |
dc.subject | Social Action | en_US |
dc.subject | Motives | en_US |
dc.subject | Students | en_US |
dc.subject | Mobile Legends: Bang Bang | en_US |
dc.subject | SDGs | en_US |
dc.title | Tindakan Sosial Mahasiswa Bermain Game Online: Fenomena Game Online “Mobile Legends: Bang Bang” pada Mahasiswa (Studi: Mahasiswa Fakultas Ilmu Sosial Ilmu Politik Universitas Sumatera Utara) | en_US |
dc.title.alternative | Social Action of Students Playing Online Games: The Phenomenon of the Online Game "Mobile Legends: Bang Bang" Phenomenon in University Students (Study: Students of the Faculty of Social and Political Sciences, University of North Sumatra) | en_US |
dc.type | Thesis | en_US |
dc.identifier.nim | NIM200901005 | |
dc.identifier.nidn | NIDN0020059201 | |
dc.identifier.kodeprodi | KODEPRODI69201#Sosiologi | |
dc.description.pages | 172 Pages | en_US |
dc.description.type | Skripsi Sarjana | en_US |