HUBUNGAN BERMAIN GAME DEFENCE OF THE ANCIENT 2 (DOTA 2) ONLINE TERHADAP PERILAKU AGRESIF REMAJA (Studi Hubungan Intensitas, Tujuan dan Motivasi Bermain Game Defence of the Ancient 2 (DotA 2) Online Terhadap Perilaku Agresif Remaja di Kecamatan Jebres, Solo Tahun 2016)

WIRAWAN, WIDYA DARMA (2016) HUBUNGAN BERMAIN GAME DEFENCE OF THE ANCIENT 2 (DOTA 2) ONLINE TERHADAP PERILAKU AGRESIF REMAJA (Studi Hubungan Intensitas, Tujuan dan Motivasi Bermain Game Defence of the Ancient 2 (DotA 2) Online Terhadap Perilaku Agresif Remaja di Kecamatan Jebres, Solo Tahun 2016). Other thesis, Universitas Sebelas Maret.

[img] PDF - Published Version
Download (515Kb)

    Abstract

    Widya Darma Wirawan, D0212103, Correlation Playing Game Defense of the Ancient 2 (DOTA 2) Online Toward Aggressive Behavior of Youth (Study Correlation of Intensity, Interest and Motivation Playing Game Defense of the Ancient 2 (DOTA 2) Online Teens toward Aggressive Behavior in District Jebres, Solo 2016). Communication, Faculty of Social dan Politic science, Sebelas Maret University, 2016. Adolescent behavior in Solo in 2013 showed a significant increase in aggression because of the influence of online gaming(Argestya, 2013). With these results the impulse arises to make a study that shows the relationship between the intensity (X1), goals (X2) and motivation (X3) play Dota 2 game online against adolescent aggressive behavior (Y1) in the district Jebres in 2016. This Research is quantitative corelational. With Cluster Sampling showed three internet café as sampels (m) and 60 respondent as subsamples (n) from ten warnet in district Jebres with total 1425 users from January – March 2016. From the analysis of the results of research using correlation techniques "product moment" Pearson and multiple linear regression analysis. From the analysis found the X1 variable coefficient of 0.471 and a significance value of 0.00. While X2 significance of 0.70 and 0.594. And lastly X3 significance of -0.207 and 0.112. From the results of "product moment" unknown variable X1 has a significant relationship while X2 and X3 does not have a significant relationship The results of multiple linear regression analysis found the result Y = 13, 111 + 1.653x1 + 0,237x2 - 0,164x3. Which showed a coefficient of 13, 111 adolescent aggressive behavior. From the equation found to result equation model significance (α) 0.00 higher than α = 0.05 that showed a significant relationship between variables in the equation. The coefficient determinant in this study amounted to 26.3 %, which means that the variable intensity ( X1 ) , goals ( X2 ) and motivation ( X3 ) play online game Dota 2 only explain about 26.3 % adolescent aggressive behavior variables ( Y1 ) while the remaining 73 , 7 % described by other variables outside the research . From the analysis it is known that more teenagers playing Dota 2 the higher the aggressive behavior. As for the other independent variables did not affect the behavior of aggressive adolescents in café internet in the district Jebres. Keywords: Intensity plays DOtA 2, Goal plays DOtA 2, Motivation plays DOtA 2, Adolescent Aggresive Behaviour, district Jebres.

    Item Type: Thesis (Other)
    Subjects: H Social Sciences > HE Transportation and Communications
    Divisions: Fakultas Ilmu Sosial dan Ilmu Politik > Ilmu Komunikasi
    Depositing User: Yanny Wulandari
    Date Deposited: 04 Dec 2016 20:10
    Last Modified: 04 Dec 2016 20:10
    URI: https://eprints.uns.ac.id/id/eprint/30654

    Actions (login required)

    View Item