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dc.contributor.advisorLatifah, Melly
dc.contributor.authorZahara, Zauza Hawa
dc.date.accessioned2021-03-26T10:57:03Z
dc.date.available2021-03-26T10:57:03Z
dc.date.issued2021-03
dc.identifier.urihttp://repository.ipb.ac.id/handle/123456789/106417
dc.description.abstractPandemi 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.abstractThe 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.isoidid
dc.publisherIPB Universityid
dc.titlePengaruh Harga Diri, Efikasi Akademik, Motivasi Akademik terhadap Kecanduan Game Online pada Mahasiswa di Masa Pandemi Covid-19id
dc.title.alternativeThe Effect of Self Esteem, Academic Efficacy, Academic Motivation on the Game Online Addiction in Undergraduate Students During the Covid-19 Pandemicid
dc.typeUndergraduate Thesisid
dc.subject.keywordAcademic Efficacyid
dc.subject.keywordAcademic Motivationid
dc.subject.keywordGame online Addictionid
dc.subject.keywordSelf Esteemid
dc.subject.keywordUndergraduate Studentid


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