Search for collections on University of Merdeka Malang Repository

Pengaruh Kecenderungan Kecanduan Game Online terhadap Perilaku Konsumtif pada Remaja yang Bermain Game Online Genshin Impact

Downloads

Downloads per month over past year

Praing, Rizky Ratu Suryaning (2023) Pengaruh Kecenderungan Kecanduan Game Online terhadap Perilaku Konsumtif pada Remaja yang Bermain Game Online Genshin Impact. Undergraduate thesis, Fakultas Psikologi Universitas Merdeka Malang.

[thumbnail of HALAMAN AWAL.pdf]
Preview
Text
HALAMAN AWAL.pdf

Download (981kB) | Preview
[thumbnail of BAB I.pdf]
Preview
Text
BAB I.pdf

Download (412kB) | Preview
[thumbnail of BAB II.pdf] Text
BAB II.pdf
Restricted to Repository staff only

Download (232kB)
[thumbnail of BAB III.pdf] Text
BAB III.pdf
Restricted to Repository staff only

Download (663kB)
[thumbnail of BAB IV.pdf] Text
BAB IV.pdf
Restricted to Repository staff only

Download (664kB)
[thumbnail of BAB V.pdf]
Preview
Text
BAB V.pdf

Download (187kB) | Preview
[thumbnail of DAFTAR PUSTAKA.pdf]
Preview
Text
DAFTAR PUSTAKA.pdf

Download (382kB) | Preview
[thumbnail of HASIL CEK PLAGIASI.pdf]
Preview
Text
HASIL CEK PLAGIASI.pdf

Download (876kB) | Preview

Abstract

Consumptive behavior is desire to buy goods or items in online games to fulfill his desire to have various rare characters or weapons and use aspects that consist of buying without careful consideration, wasting, and looking for fun. Tendency of online game addiction refers to the involvement of individuals continuously in playing online game activities for a certain duration consisting of aspects of compulsion, withdrawal, tolerance, and interpersonal and health-related problems. This study aims to determine the effect of online game addiction on consumptive behavior. This study used a correlational quantitative research method with a purposive sampling technique. The subjects in this study were 100 Genshin Impact players aged between 17-22 years and had top-up at least 2 times in 1 month. The data collection process uses an online game addiction tendency scale instrument and a consumptive behavior scale. The data analysis technique used simple regression analysis and the data to be tested were normally and linearly distributed. The results showed that the tendency of online game addiction has a significant effect on consumptive behavior by 15.8% and the remaining 84.2% is influenced by other variables. So the hypothesis which states that there is an influence of online game addiction tendencies on consumptive behavior in adolescents who play Genshin Impact can be accepted.

Item Type: Thesis (Undergraduate)
Additional Information: Rizky Ratu Suryaning Praing NIM: 18090000146
Uncontrolled Keywords: Online Game Addiction Tendency, Consumptive Behavior, Online Games, Genshin Impact
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Divisions: Fakultas Psikologi > S1 Psikologi
Depositing User: nata Natassa Auditasi
Date Deposited: 29 Jun 2026 04:44
Last Modified: 29 Jun 2026 04:44
URI: https://eprints.unmer.ac.id/id/eprint/6201

Actions (login required)

View Item View Item