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dc.contributor.advisorHafi, Bisru
dc.contributor.authorSiregar, Alwi Sahbana
dc.date.accessioned2023-09-19T07:17:57Z
dc.date.available2023-09-19T07:17:57Z
dc.date.issued2023
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/87569
dc.description.abstractOnline games are games where many people can play at the same time through online communication networks. In the process, online games require an internet connection to be played. Online games can be played by multiplayer joined in one network server. Mobile Legend is an online game that is played using an internet network connection. Mobile Legend, or abbreviated as ML, is a competition genre game that can be downloaded in the Playstore or iOS applications on smartphones. There are several game modes in the legendary mobile application that can be played according to the player's wishes. The focus point in this study is how wasteful students use money to play online games, causing consumptive behavior. The theory used in this study is the theory of Consumptive Behavior and Jean Baudrillard's theory of Hyperreality. The method used in this study is a qualitative research method with a case study approach, namely observation, in-depth interviews supplemented by documentation studies. This method aims to be able to reveal a phenomenon or event, facts and circumstances that occur by interpreting and describing the data obtained and related to the situation that is currently happening in society. The research results show the following; First, the consumptive behavior of students who are addicts to Mobile Legend online games is influenced by the environment. The presence of friends or support from outsiders that student gamers receive encourages them to play continuously. The virtual world or especially the world of online games is also a new environment for them. Friends from online games who have the same hobbies are considered to understand what they feel. Second, the family environment is also a factor in the longevity of playing online game activities, determining how individuals behave towards others in social interactions. Dissatisfaction with the lack of attention from the family makes student gamers prefer to seek fun outside the home. Parents tend to compensate their attention and affection in the form of material or money. Dissatisfaction with the need for attention that is compensated for in material terms will be met through spending on that material as well. Children then think that material is a substitute for parental attentionen_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectGame Onlineen_US
dc.subjectMobile Legenden_US
dc.subjectConsumptive Behavioren_US
dc.subjectSDGsen_US
dc.titleDampak Permainan Game Online terhadap Perilaku Konsumtif Siswa (Studi Kasus Penggemar Mobile Legend di Sma Negeri 1 Kecamatan Padang Bolak Kabupaten Padang Lawas Utara)en_US
dc.typeThesisen_US
dc.identifier.nimNIM180901001
dc.identifier.nidnNIDN0127086802
dc.identifier.kodeprodiKODEPRODI69201#Sosiologi
dc.description.pages123 Halamanen_US
dc.description.typeSkripsi Sarjanaen_US


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