PENGARUH PERSEPSI FAKTOR DESAIN GIM DAN MOTIVASI BERMAIN GIM PADA SUBJECTIVE WELLBEING PENGGUNA GIM DARING

CITRA YUNIANTI, . (2021) PENGARUH PERSEPSI FAKTOR DESAIN GIM DAN MOTIVASI BERMAIN GIM PADA SUBJECTIVE WELLBEING PENGGUNA GIM DARING. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini dilakukan untuk melihat pengaruh antara persepsi faktor desain gim dan motivasi bermain gim terhadap subjective wellbeing pemain gim daring. Pengukuran variabel persepsi faktor desain gim menggunakan Game-Design Factors Questionnaire; motivasi bermain gim menggunakan Motivation for Play in Online Games Frameworks; dan subjective wellbeing menggunakan Scale of Positive and Negative Experience (SPANE). Penelitian ini menggunakan pendekatan kuantitatif dengan menggunakan teknik accidental sampling dalam pengambilan sampel yang berjumlah 184 pemain gim daring aktif berusia 17-34 tahun di Jabodetabek. Hasil uji hipotesis yang menggunakan uji multiple regression menunjukkan nilai F hitung (7.808) > F tabel (3.05) dan nilai p sebesar 0.001 yang berarti terdapat pengaruh yang signifikan antarvariabel penelitian. Nilai R square = 0.079 menunjukkan bahwa pengaruh yang diberikan persepsi faktor desain gim dan motivasi bermain gim terhadap subjective wellbeing pemain gim daring sebesar 7.9%. This study was conducted to examine the effect of game design factors perception and motivation for playing games on subjective wellbeing of online gamers. The measurement of game design factors perception variables is using the Game-Design Factors Questionnaire; motivation for playing games variables is using the Motivation for Play in Online Games Frameworks; and subjective wellbeing variables is using the Scale of Positive and Negative Experience (SPANE). This study uses a quantitative approach using accidental sampling technique in taking a sample of 184 active online gamers whose 17-34 years old in Jabodetabek. The results of hypothesis test which is using multiple regression test prove that the calculated F value (7.808) > F table (3.05) and the p value is 0.001 which means that there is a significant effect between the research variables. The R square value = 0.079 indicates that the effect given by game design factors perception and motivation for playing games on the subjective wellbeing of online gamers is 7.9%.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Lussy Dwiutami Wahyuni, M.Pd. ; 2). Ratna Dyah Suryaratri, Ph.D.
Subjects: Filsafat, Psikologi & Agama > Psikologi, Ilmu Jiwa
Divisions: FPPsi > S1 Psikologi
Depositing User: Users 12923 not found.
Date Deposited: 17 Sep 2021 01:59
Last Modified: 17 Sep 2021 01:59
URI: http://repository.unj.ac.id/id/eprint/20639

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