PENGARUH PERCEIVED ANONYMITY DALAM GAME FIRST PERSON SHOOTER MULTIPLAYER TERHADAP SOCIAL LOAFING PADA DEWASA AWAL

IBRAHIM PRAWIRAHARJA SASTRAKUSUMAH, IBRA (2026) PENGARUH PERCEIVED ANONYMITY DALAM GAME FIRST PERSON SHOOTER MULTIPLAYER TERHADAP SOCIAL LOAFING PADA DEWASA AWAL. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Meningkatnya popularitas game first-person shooter (FPS) multiplayer di kalangan dewasa awal sering kali memicu fenomena penurunan usaha individu saat bekerja dalam tim virtual. Karakteristik dunia maya yang minim identitas pribadi diduga menjadi salah satu pemicu utama keengganan berkontribusi dalam kelompok. Fenomena ini menjadi perhatian karena dewasa awal merupakan kelompok usia yang aktif bermain game online dan banyak terlibat dalam interaksi virtual berbasis tim. Oleh karena itu, penelitian ini bertujuan untuk mengetahui pengaruh perceived anonymity dalam game first-person shooter multiplayer terhadap social loafing pada dewasa awal. Penelitian dilakukan menggunakan pendekatan kuantitatif dengan analisis regresi sederhana. Alat ukur yang digunakan yaitu Perceived Anonymity Scale (PAS) dari Hite, Voelker, dan Robertson (2014) untuk mengukur perceived anonymity serta Social Loafing Scale (SLS) dari Myers (2010) untuk mengukur social loafing. Partisipan penelitian berjumlah 155 responden dewasa awal yang aktif bermain game online. Data dikumpulkan secara daring melalui Google Form dan dianalisis menggunakan bantuan IBM SPSS Statistics 25 for Windows. Hasil penelitian menunjukkan bahwa perceived anonymity memiliki pengaruh positif yang signifikan sebesar 53,5% terhadap social loafing pada dewasa awal, sedangkan 46,5% sisanya dipengaruhi oleh faktor-faktor lain di luar penelitian. Temuan ini menunjukkan bahwa semakin tinggi perceived anonymity yang dirasakan individu dewasa awal, maka semakin tinggi pula tingkat social loafing yang dimiliki. ***** The increasing popularity of multiplayer first-person shooter (FPS) games among early adults has often led to a phenomenon of reduced individual effort when working in virtual teams. The characteristics of virtual environments, where personal identity is less visible, are suspected to be one of the main factors contributing to individuals’ reluctance to contribute to group performance. This phenomenon is particularly important to examine because early adulthood is a developmental stage characterized by high engagement in online gaming and virtual team interactions. Therefore, this study aimed to examine the effect of perceived anonymity in multiplayer first-person shooter games on social loafing among early adults. This study employed a quantitative approach using simple linear regression analysis. The instruments used were the Perceived Anonymity Scale (PAS) developed by Hite, Voelker, and Robertson (2014) to measure perceived anonymity, and the Social Loafing Scale (SLS) developed by Myers (2010) to measure social loafing. The participants consisted of 155 early adult respondents who actively played online games. Data were collected online through Google Forms and analyzed using IBM SPSS Statistics 25 for Windows. The results showed that perceived anonymity had a significant positive effect on social loafing, accounting for 53.5% of the variance, while the remaining 46.5% was influenced by other factors outside the scope of this study. These findings indicate that the higher the level of perceived anonymity experienced by early adults, the higher their tendency to engage in social loafing.

Item Type: Thesis (Sarjana)
Additional Information: 1). Novitasari R. Damanik, M.Si. 2). Irma Rosalinda Lubis, S.Psi., M.Si, Psikolog
Subjects: Filsafat, Psikologi & Agama > Psikologi, Ilmu Jiwa
Ilmu Sosial > Ilmu Sosial (Umum)
Ilmu Sosial > Kondisi Sosial,Masalah Sosial,Reformasi Sosial
Divisions: FPPsi > S1 Psikologi
Depositing User: Ibrahim Prawiraharja Sastrakusumah .
Date Deposited: 19 Aug 2026 07:53
Last Modified: 19 Aug 2026 07:53
URI: http://repository.unj.ac.id/id/eprint/71742

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