Penarikan Diri dalam Game Online (Studi Deskriptif Kualitatif Withdrawal Gamer Mobile Legends Mahasiswa Ilmu Komunikasi UMS 2014)

Ramadani, Muhammad Iqbal Febri and -, Sidiq Setyawan, M.I.Kom (2018) Penarikan Diri dalam Game Online (Studi Deskriptif Kualitatif Withdrawal Gamer Mobile Legends Mahasiswa Ilmu Komunikasi UMS 2014). Skripsi thesis, Universitas Muhammadiyah Surakarta.

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Abstract

Abstract The development of the growing technology makes everyone easy to communicate, especially the easy of using the internet is one of the reasons we can communicate with others in the online space quickly and can be done anywhere. The Internet is inseparable from online games, the emergence of various kinds of online games such as Mobile Legends the a trend makes us forget about the social environment, tend to withdraw and excite emotions into the game due to lack of interpersonal communication. Social Withdrawal is fear and anxiety towards the Social Environment or situation that result in Aggresive Behaviour, Sadness, Continous Shame. This research uses qualitative research with descriptive technique. The purpose of this study is to describe how the withdrawal (withdrawal) conducted by Student of Communication Science of University of Muhammadiyah Surakarta force 2014 when playing Mobile Legends game. Techniques of collecting data are broadly divided into two parts, first primary data, and second secondary data. This study uses in-depth interview techniques, Participatory Observation on primary data, and documentation on secondary data. The subjects of the study were Student of Communication Science of Muhammadiyah University of Surakarta, class of 2014 who played Mobile Legends game. Sampling Technique using Purposive sampling with criterion (1) Student of Communication Science Muhammadiyah University of Surakarta class of 2014, (2) high intensity of their play, with average more than 5 hours a day, (3) they play Mobile Legends (4) ranked at least the Master, (5) excite the expression through the game. Data Analysis is using Miles and Hubberman Interactions. Data Validity Technique using Data Source Triangulation Technique. Result of Research that student of Communication Science of Muhammadiyah University of Surakarta tend to behave aggresively that harm self and others verbally or non verbal, marked by exposing angry expression, isuuing dirty words, to throw an object. Keywords: online gaming, interpersonal communication, mobile legends, withdrawal.

Item Type: Karya ilmiah (Skripsi)
Uncontrolled Keywords: game online, komunikasi interpersonal, mobile legends, penarikan diri.
Subjects: H Social Sciences > H Social Sciences (General)
Divisions: Fakultas Ilmu Komunikasi dan Informatika > Ilmu Komunikasi
Depositing User: MUHAMMAD IQBAL FEBRI RAMADANI
Date Deposited: 18 Jul 2018 04:55
Last Modified: 18 Jul 2018 04:55
URI: http://eprints.ums.ac.id/id/eprint/63561

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