Nursa'idah, Zulfialsal (2026) HUBUNGAN KECANDUAN GAME ONLINE DENGAN PERILAKU KONSUMTIF PEMBELIAN ITEM VIRTUAL PADA ADULTHOOD. Diploma thesis, UIN Raden Intan Lampung.
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Abstract
ABSTRAK Oleh: Nursa‘idah Perkembangan teknologi digital dan kemudahan memainkan game online membuat orang dewasa semakin sering bermain dan membeli item virtual. Kondisi ini dapat menyebabkan perilaku konsumtif, terutama ketika pemain membeli item game secara impulsif, tidak rasional, dan tidak beralasan. Penelitian ini bertujuan untuk mengetahui hubungan antara kecanduan game online dengan perilaku konsumtif pembelian item virtual pada adulthood. Penelitian ini menggunakan pendekatan kuantitatif korelasional dan teknik pengambilan sampel non-probability berupa purposive sampling. Subjek penelitian berjumlah 138 individu dewasa yang aktif bermain game online dan pernah melakukan pembelian item virtual. Data dikumpulkan menggunakan kuesioner berbentuk skala Likert melalui Google Form, dengan alat ukur kecanduan game online dan perilaku konsumtif. Analisis data dilakukan dengan menggunakan metode regresi linear sederhana, bantuan perangkat lunak JASP. Hasil penelitian menunjukkan adanya hubungan positif yang signifikan antara kecanduan game online dan perilaku konsumtif pembelian item virtual pada adulthood, dengan nilai korelasi r = 0,252 dan signifikansi p = 0,002. Koefisien determinasi sebesar 0,064 menunjukkan bahwa kecanduan game online memberikan sumbangan efektif sebesar 6,4% terhadap perilaku konsumtif, sedangkan 93,6% dipengaruhi faktor lain di luar penelitian. Dengan demikian, semakin tinggi kecanduan game online, semakin tinggi kecenderungan perilaku konsumtif pembelian item virtual pada individu dewasa. Kata kunci: kecanduan game online, perilaku konsumtif, adulthood. ABSTRACT Oleh: Nursa‘idah Advances in digital technology and the ease of playing online games have led adults to play more frequently and purchase virtual items. This situation can lead to compulsive spending, particularly when players purchase in-game items impulsively, irrationally, and without justification. This study aims to examine the relationship between online gaming addiction and compulsive spending on virtual items in adulthood. This study employs a quantitative correlational approach and a non-probability sampling technique known as purposive sampling. The study sample consisted of 138 adults who actively play online games and have previously purchased virtual items. Data were collected using a Likert-scale questionnaire via Google Forms, which included measures of online game addiction and consumptive behavior. Data analysis was performed using simple linear regression with the assistance of JASP software. The results of the study indicate a significant positive relationship between online gaming addiction and consumptive behavior involving the purchase of virtual items in adulthood, with a correlation coefficient of r = 0.252 and a p-value of 0.002. The coefficient of determination of 0.064 indicates that online gaming addiction accounts for 6.4% of the variance in consumptive behavior, while 93.6% is influenced by other factors outside the scope of this study. Thus, the higher the level of online gaming addiction, the greater the tendency toward consumptive behavior involving the purchase of virtual items among adults. Keywords: online gaming addiction, compulsive behavior, adulthood.
| Item Type: | Thesis (Diploma) |
|---|---|
| Subjects: | Psikologi Islam |
| Divisions: | Psikologi Islam > Psikologi Islam |
| Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
| Date Deposited: | 07 Sep 2026 08:51 |
| Last Modified: | 07 Sep 2026 08:51 |
| URI: | https://repository.radenintan.ac.id/id/eprint/46410 |
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