HUBUNGAN ANTARA KEBOSANAN DI WAKTU LUANG DAN FLOW EXPERIENCE TERHADAP KECENDERUNGAN ADIKSI GAME ONLINE PADA MAHASISWA

Ramadhan Iqbal Asegaf, NIM.: 19107010108 (2024) HUBUNGAN ANTARA KEBOSANAN DI WAKTU LUANG DAN FLOW EXPERIENCE TERHADAP KECENDERUNGAN ADIKSI GAME ONLINE PADA MAHASISWA. Skripsi thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

Technology, particularly the internet, has become an indispensable part of modern life, affecting various aspects such as social interaction, work and other services. This addiction has negative impacts such as depression, stress, social isolation, and decreased academic performance. To see the relationship between boredom in leisure time and flow experience on the tendency of online game addiction in college students. In this study, researchers chose a quantitative research type by applying correlational quantitative methods. Assessment of online game addiction is usually done through filling out the Online Game Addiction Questionnaire scale. , then the LBS, and flow quistionnare The population in this study were students who used online games in Yogyakarta aged 18-25 years with the above criteria. The technique used in this study is nonprobability sampling technique, namely snowball sampling. The online game addiction scale has a reliability of 0.73. LBS 0.85, and flow experience 0.876. The respondents of this study were 151 people. This study examines the relationship between boredom in leisure time and flow experience with the tendency of online game addiction in college students. The results show that boredom in leisure time has a significant effect on online game addiction, while flow experience has no significant effect. This finding is in line with previous research that shows a positive relationship between boredom in leisure time and online game addiction tendencies. Nevertheless, this study has limitations in the number of samples and data collection techniques that can be improved in future studies.

Item Type: Thesis (Skripsi)
Additional Information: Pembimbing: Fitriana Widyastuti, S.Psi., M.Psi.
Uncontrolled Keywords: Adiksi, Flow Experience, Game Online, Mahasiswa, Kebosanan di Waktu Luang
Subjects: Psikologi
Divisions: Fakultas Ilmu Sosial dan Humaniora > Psikologi (S1)
Depositing User: Muh Khabib, SIP.
Date Deposited: 02 Apr 2024 14:15
Last Modified: 02 Apr 2024 14:15
URI: http://digilib.uin-suka.ac.id/id/eprint/64663

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