CD Skripsi
Pengaruh Game Online Terhadap Perubahan Perilaku Remaja Desa Hutatoruan Iv Kecamatan Tarutung Kabupaten Tapanuli Utara
The development of technology is something that cannot be avoided, and online games, as a part of technology, continue to undergo updates. These material changes indirectly force humans to adapt in terms of norms, values, and even behavior patterns. Online games influence their users, especially adolescents, resulting in both positive and negative behavioral changes. This study was conducted in Hutatoruan IV Village, Tarutung District, North Tapanuli Regency, with the aim of understanding the behavioral changes in adolescents in Hutatoruan IV Village due to the influence of online games, and identifying the types of behavioral changes experienced by adolescents in their family, community, and school environments. This research is a survey with a descriptive quantitative approach. The population of this study consisted of 121 adolescents, and all were used as samples, known as total or saturated samples. Data collection was carried out through questionnaires, observations, and documentation. The results show that the influence of online games is determined by the frequency, duration of play, type of content played, and adolescents' motivation to play online games. The majority of adolescents (66.9%) play online games for more than 4 hours, with an average session count of more than 2 sessions (81.8%), where most adolescents play every day (68.6%), with the most preferred content being combat games (59.5%) and strategy games (66.9%). Regarding the motivation for playing, adolescents tend to play because their friends do, enjoy control within the game, highly engage in online games, use games as a means of escape from problems as they find them more enjoyable and satisfying, and the achievements and rewards gained in games further motivate them to continue playing. The influence of online games on adolescent behavior in Hutatoruan IV Village affects their family, school, and peer group environments. Positive behaviors within the family environment include social skills in communicating with family members and cooperation within the family, while negative behaviors include frequent family conflicts (52.1%) and disobedience to parents (64.5%). In the school environment, adolescents tend to be skilled in communicating within the school community (43.0%) and easily understand lessons related to technology (47.9%), but negative behaviors include a decline in academic performance (52.9%) and a lack of motivation to engage in discussions with peers (52.1%). In the peer group environment, adolescents tend to socialize, but only with those who also play online games, enjoying helping and cooperating with friends (46.3%). Negative behaviors include aggressive behavior, swearing, and shouting during interactions with friends (69.4%), mocking friends for poor performance (57.1%), and failing to keep promises (52.1%). Emotionally and mentally, adolescents tend to feel happy while playing online games, and are better at solving problems (38.8%), but negative impacts include disruptions in healthy living patterns (59.6%), near addiction (68.6%), and poor emotional control (67.8%). William F. Ogburn's theory analyzes this phenomenon, stating that changes are influenced by technology and material culture, forcing society to adapt in norms and behaviors. Albert Bandura's Social Learning Theory examines this phenomenon, stating that individuals change by observing and imitating what they see and hear through direct experience and the consequences that follow. George Herbert Mead's Symbolic Interaction Theory suggests that symbols in online games function to shape a new adolescent identity, with symbols like avatars, high levels, and rewards motivating adolescents to keep playing without considering the time.
Keywords: Online games, Behavioral Changes, Adolescents
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