Muhammad Hafit Al-Farizi, NIM.: 20107010056 (2024) DETERMINASI DIRI GAMERS PELAJAR DALAM MEMBELI VIRTUAL GOODS. Skripsi thesis, UIN SUNAN KALIJAGA YOGYAKARTA.
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Abstract
Virtual goods refer to entities such as characters, items, currencies, and tokens available within online and virtual gaming environments. The purchase of virtual goods frequently occurs in the gaming world as players strive to achieve specific objectives. This phenomenon is also observed among students, who sometimes allocate funds to acquire virtual goods rather than meeting their basic needs. This study aims to understand the motivations of students in purchasing virtual goods. The research employs a qualitative methodology with a phenomenological approach, utilizing data collection methods such as interviews, observations, and documentation. The study involves three informants and applies snowball sampling techniques. The results indicate that students' self-determination in purchasing virtual goods is driven by a desire for recognition from other players when owning exclusive and limited virtual goods or items, as well as a need to enhance their gaming abilities.
Item Type: | Thesis (Skripsi) |
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Additional Information / Supervisor: | Pembimbing: Miftahun Ni’mah Suseno, S.Psi., M.A., Psikolog |
Uncontrolled Keywords: | Virtual Goods, Virtual Item, Gamer |
Subjects: | 100 Filsafat dan Psikologi > 150 Psikologi |
Divisions: | Fakultas Ilmu Sosial dan Humaniora > Psikologi (S1) |
Depositing User: | Muh Khabib, SIP. |
Date Deposited: | 08 Aug 2024 14:23 |
Last Modified: | 08 Aug 2024 14:23 |
URI: | http://digilib.uin-suka.ac.id/id/eprint/66393 |
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