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JUDUL:PERANAN MOTIVASI SOSIAL BERMAIN GAME TERHADAP PRESENTASI DIRI ONLINE PADA REMAJA AKHIR DI KALIMANTAN SELATAN
PENGARANG:NADIYA NUR SAFITRI
PENERBIT:UNIVERSITAS LAMBUNG MANGKURAT
TANGGAL:2023-01-10


PERANAN MOTIVASI SOSIAL BERMAIN GAME TERHADAP PRESENTASI DIRI ONLINE TERHADAP REMAJA AKHIR DI KALIMANTAN SELATAN

 

Pesatnya perkembangan permainan online di tengah kemajuan teknologi menciptakan wadahyang digunakan remaja sebagai hiburan, berinteraksi dengan pemain lain, menghilangkan rasa bosan setelah menjalani kegiatan sehari-hari, atau mempresentasikan dirinya di permainan online. Penelitian ini bertujuan untuk mengetahui apakah terdapat peranan motivasi sosial bermain game terhadap presentasi diri online pada remaja akhir di Kalimantan Selatan. Sampel penelitian ini adalah 160 remaja akhir pemain permainan online yang berdomisili di Kalimantan Selatan. Ada dua skala yang digunakan pada penelitian ini, yaitu skala motivasi sosial bermain (cronbach’s alpha = 0,730) dan skala presentasi diri online (cronbach’s alpha = 0,913). Uji hipotesis penelitian ini menggunakan analisis regresi sederhana. Hasil analisis data memperlihatkan bahwa terdapat peranan motivasi sosial bermain game terhadap presentasi diri online, maka diketahui bahwa Ha diterima sedangkan H0 ditolak. Hasil uji koefisien regresi menunjukkan nilai 0,285 yang dapat diartikan bahwa dalam penelitian ini motivasi sosial bermain memiliki peranan terhadap presentasi diri online, jika motivasi sosial bermain seseorang mengalami peningkatan maka presentasi diri online pun akan mengalami peningkatan serupa.

 

Kata kunci: Motivasi sosial bermain, presentasi diri online, remaja akhir, game online

 

 

THE ROLE OF SOCIAL MOTIVATION FOR PLAYING GAMES TOWARD ONLINE SELF-PRESENTATION IN LATE ADOLESCENTS IN SOUTH KALIMANTAN

 

The rapid development of online games in the midst of technological advances has created a space for adolescents to get entertainment, interact with other players, relieve boredom after carrying out daily activities, or present themselves in online games. This study aims to investigate whether there is a role of social motivation for play games toward online self-presentation in late adolescents in South Kalimantan. The sample of this study was 160 late adolescents who played online games and lived in South Kalimantan. There were two scales used in this study, namely the social motivation for play scale (Cronbach's alpha = 0.730) and the online self-presentation scale (Cronbach's alpha = 0.913). The hypothesis of this study was tested using the simple regression analysis. The results of data analysis showed that there was a role of social motivation for play games toward online self-presentation, which means that Ha is accepted while H0 is rejected. The results of the regression coefficient test show a value of 0.285 which can be interpreted that in this study social motivation for play has a role in online self-presentation. Thus, when one's social motivation for play increases, his online self-presentation also experiences a similar increase.

 

Keywords: Social motivation for play, online self presentation, late adolescents, game online

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