DAMPAK BERMAIN GAME ONLINE DALAM MEMPERLUAS RELASI SOSIAL PADA PEMAIN GAME ONLINE DOTA 2

SARIBU, RITA FEBRIANI DOLOK (2019) DAMPAK BERMAIN GAME ONLINE DALAM MEMPERLUAS RELASI SOSIAL PADA PEMAIN GAME ONLINE DOTA 2. Other thesis, UNIKA SOEGIJAPRANATA SEMARANG.

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Abstract

This research was conducted in order to find out the impact in social relations in DOTA online game players. The method used in this research is qualitative research methods using a phenomenological approach, namely research taken based on phenomena that exist in society. The researcher used interviews and observation as a method of retrieving data. The subjects of this study were 3 students of Soegijapranata Catholic University Semarang, playing online game Dota 2 and able to communicate well. The data analysis method that the researcher uses is inductive, which is an analysis of data based on the data that has been obtained, and then developed into general conclusions. The research results obtained, namely playing online games can have a positive impact on social relations such as expanding the social relations of the players. In addition, researchers also found that there was a negative impact from playing online games on social relations in the parent subject, namely the time to communicate was reduced. Keywords: online games, social relations, the impact of playing online games.

Item Type: Thesis (Other)
Subjects: 300 Social Sciences > 360 Social problems and social services > Social Problems > Social Interaction
Divisions: Faculty of Psychology > Department of Psychology
Depositing User: Mr Lucius Oentoeng
Date Deposited: 03 Jul 2019 08:35
Last Modified: 10 Nov 2020 06:41
URI: http://repository.unika.ac.id/id/eprint/19415

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