dc.contributor.advisor | Latifah, Melly | |
dc.contributor.author | Zahara, Zauza Hawa | |
dc.date.accessioned | 2021-03-26T10:57:03Z | |
dc.date.available | 2021-03-26T10:57:03Z | |
dc.date.issued | 2021-03 | |
dc.identifier.uri | http://repository.ipb.ac.id/handle/123456789/106417 | |
dc.description.abstract | Pandemi Covid-19 berdampak kepada berbagai segi kehidupan manusia di berbagai belahan dunia, termasuk mahasiswa Berbagai hasil penelitian menunjukkan terjadinya peningkatan konsumsi hiburan digital, khususnya game online pada mahasiwa di masa pandemi Covid-19. Penelitian ini bertujuan untuk menganalisis pengaruh karakteristik individu, karakteristik keluarga, harga diri, efikasi akademik, dan motivasi akademik terhadap kecanduan game online mahasiswa. Penelitian ini menggunakan desain eksplanatori dengan partisipan sebanyak 220 mahasiswa yang pernah atau sering bermain game online. Penelitian berlokasi di salah satu perguruan tinggi di Jawa Barat dan pengambilan contoh dilakukan secara purposive. Data diperoleh melalui self-report dengan menggunakan kuesioner, yang selanjutnya diolah dengan analisis deskriptif, uji korelasi, dan uji regresi linier berganda. Hasil penelitian menunjukkan gender dan efikasi akademik berpengaruh negatif terhadap kecanduan game online sedangkan usia mahasiswa dan tingkat pendidikan ibu berpengaruh signifikan positif terhadap kecanduan game online pada mahasiswa. Usia ayah, pendidikan ayah, usia ibu, besar keluarga, pendapatan per kapita, harga diri, dan motivasi akademik tidak terdapat pengaruh signifikan terhadap kecanduan game online. | id |
dc.description.abstract | The Covid-19 pandemic has an impact on various aspects of human life in various parts
of the world, including students various research results show an increase in the consumption
of digital entertainment, especially online games. This study aims to analyze the effect of
individual characteristics, family characteristics, self-esteem, academic efficacy, and
academic motivation on the intensity of playing online student games. The design in this
study is quantitative. The respondents in this study were 220 undergraduate students who had
or often played online games. The research was located in a tertiary institution in West Java
and the sampling was done purposively. Data obtained through self-report using online
questionnaires, then processed with descriptive analysis, correlation tests, and multiple linear
regression tests. The results showed that students self-esteem in the medium category, low
academic efficacy, moderate academic motivation, and the game online addiction was very
high. There was a significant relationship between self-esteem and academic efficacy with
the game online addiction. Gender, student age, mother's education duration, and academic
efficacy had a significant positive effect on game online addiction for undergraduate games.
Father's age, father's education, mother's age, family size, per capita income, self-esteem, and
academic motivation did not have a significant effect on online game addiction. | id |
dc.language.iso | id | id |
dc.publisher | IPB University | id |
dc.title | Pengaruh Harga Diri, Efikasi Akademik, Motivasi Akademik terhadap Kecanduan Game Online pada Mahasiswa di Masa Pandemi Covid-19 | id |
dc.title.alternative | The Effect of Self Esteem, Academic Efficacy, Academic Motivation on the Game Online Addiction in Undergraduate Students During the Covid-19 Pandemic | id |
dc.type | Undergraduate Thesis | id |
dc.subject.keyword | Academic Efficacy | id |
dc.subject.keyword | Academic Motivation | id |
dc.subject.keyword | Game online Addiction | id |
dc.subject.keyword | Self Esteem | id |
dc.subject.keyword | Undergraduate Student | id |