FENOMENA KECANDUAN GAME ONLINE DALAM PERUBAHAN PERILAKU SOSIAL REMAJA

    Imanuel Apriadi Putra Silaban, - (2018) FENOMENA KECANDUAN GAME ONLINE DALAM PERUBAHAN PERILAKU SOSIAL REMAJA. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Penelitian ini dilatarbelakangi bahwa game online saat ini sangat mudah dijumpai.
    Faktanya game online lebih banyak digemari oleh anak dengan kisaran umur 12 - 15
    tahun, mereka melakukan permainan ini dikarenakan mereka dipersuasi oleh teman.
    Warnet (warung internet) menjadi tempat pilihan bagi remaja untuk bermain game online
    jika ada remaja yang tidak mempunyai komputer sendiri untuk memainkannya, padahal
    dulunya warnet hanyalah tempat untuk sekedar browsing internet. Dan tidak hanya
    kalangan remaja saja yang bermain game online seperti DotA, PointBlank, danmasih
    banyak lainnya, tetapi kalangan anak-anak, mahasiswa/pemuda, bahkan orang yang sudah
    bekerja pun juga bermain game online. Hal tersebut membuat peneliti merasa perlu
    meneliti pengaruh dari game online tersebut terhadap perubahan perilaku sosial remaja
    yang memainkannya. Metode Penelitian yang digunakan adalah metode studi kasus
    dalam penelitian ini adalah remaja pemain game online di kecamatan Sukasari. Teknik
    pengumpulan data dilakukan melalui observasi, catatan lapangan, wawancara dan studi.
    Subjek dalam penelitian ini adalah para remaja gamer di kecamatan Sukasari.
    Berdasarkan hasil temuan dilapangan dari penelitian ini ditemukan bahwa kecanduan
    game online dapat memengarui perubahan perilaku sosial seorang remaja dalam tingkatan
    yang berat, seperti mengalami kecanduan game online. Dan besarnya perngaruh
    kecanduan game online tersebut dapat dilihat dari latar belakang remaja dalam keluarga
    dan pergaulannya.

    ;---This research is motivated that the current online game is very easy to find. In fact online
    games are more favored by children with the age range 12-15 years, they do this game
    because they are persuaded by friends. Warnet (internet café) becomes the place of choice
    for teenagers to play online games if there are teenagers who do not have their own
    computer to play it, whereas once the cafe was just a place for just browse the internet.
    And not only among teenagers who play online games, like DotA, PointBlank,and many,
    but among children, students / youth, even people who are already working also play
    online games. This makes researchers feel the need to examine the influence of the online
    game on changes in social behavior of teenagers who play it. The research method used is
    case study method in this research are teen players online game in Sukasari district.
    Technique of collecting data is done through observation, field note, interview and study.
    Subject in this research is the teenage gamers in Sukasari district. Based on the findings
    of the field from this study found that the addiction to online games can affect the
    changes in social behavior of a teenager in a high level, like an online games addiction.
    And the magnitude of addiction to online games can be seen from the background of
    teenagers in family and social.

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    Official URL: http://repository.upi.edu
    Item Type: Thesis (S1)
    Additional Information: No. Panggil : S IPS IMA f-2018 Nama Pembimbing : I. Aim Abdulhakim, II. Jupti NIM : 1204494.
    Uncontrolled Keywords: Kecanduan, Game Online, Metode Studi Kasus, Addiction , Online Game , Study Case Method
    Subjects: H Social Sciences > H Social Sciences (General)
    L Education > L Education (General)
    Divisions: Fakultas Pendidikan Ilmu Pengetahuan Sosial > Pendidikan IPS
    Depositing User: Ryan Taufiq Qurrohman
    Date Deposited: 27 Jan 2020 02:24
    Last Modified: 27 Jan 2020 02:24
    URI: http://repository.upi.edu/id/eprint/45392

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