STUDI TENTANG KECANDUAN PLAY STATION PADA MAHASISWA

Main Author: REVITASARI, DEVIKA
Format: Thesis NonPeerReviewed Book
Bahasa: eng
Terbitan: , 2008
Subjects:
Online Access: http://eprints.umm.ac.id/7293/1/STUDI_TENTANG_KECANDUAN_PLAY_STATION_PADA_MAHASISWA.pdf
http://eprints.umm.ac.id/7293/
ctrlnum 7293
fullrecord <?xml version="1.0"?> <dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><relation>http://eprints.umm.ac.id/7293/</relation><title>STUDI TENTANG KECANDUAN PLAY STATION PADA MAHASISWA</title><creator>REVITASARI, DEVIKA</creator><subject>H Social Sciences (General)</subject><description>Along with growth of technology form game also progressively bervariatif and expand. One of the game type form keeping abreast of era that is with appearance game of play station. Play Station that is type game of electronic is one of the type of video of game which nowadays liked many adolescent even adults. Involvement one with station play can cause to become addiction and will become seen by separate problems of station play generating many sides of negative from at positive side of him particularly if natural of addiction are all students residing in end of student class level. Because will riskier where student given on to high pass standard.&#xD; This research is research qualitative with approach of case study with aim to to know addicted background of station play, to know behavioral form of addiction of play station, to know perception of subyek concerning the future of and to know done by effort is subyek in overcoming addiction of play station. Subyek in this research that is natural student of addiction of play station by using technique of purposive sampling. This research use interview method, observation, psychological tes graphical tes and report self. As for Technique analyse used data that is data discount choosing fundamental things as according to research focus, displayed by data presenting result of research, and verification taken by conclusion, while the authenticity of data of using triangulation of is source of. From research result found That background of subyek addicted of play station that is because inconvenience situation which felt by subyek (internal factor). Addicted behavior of him that is time durasi played at more or less 5 hour in playing game at per week 4-5 times, obtaining satisfaction, easiness and ease in playing at, call loudlies moment play at, will continue vexed and long otherwise play at, majoring requirement play at above station play of other requirement, fiddling around with opponent play at, becoming to forget time, forget to eat, ad for learning and the values of less gratify. Perception of subyek concerning the future of that is looking into the future of that important. But subyek not yet can do efforts in drawing up the future of because owning addicted behavior of him at station play. Effort done to overcome addiction of play the station that is that there is no maximal effort which done by subyek.</description><date>2008</date><type>Thesis:Thesis</type><type>PeerReview:NonPeerReviewed</type><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/7293/1/STUDI_TENTANG_KECANDUAN_PLAY_STATION_PADA_MAHASISWA.pdf</identifier><identifier> REVITASARI, DEVIKA (2008) STUDI TENTANG KECANDUAN PLAY STATION PADA MAHASISWA. Other thesis, University of Muhammadiyah Malang. </identifier><recordID>7293</recordID></dc>
language eng
format Thesis:Thesis
Thesis
PeerReview:NonPeerReviewed
PeerReview
Book:Book
Book
author REVITASARI, DEVIKA
title STUDI TENTANG KECANDUAN PLAY STATION PADA MAHASISWA
publishDate 2008
topic H Social Sciences (General)
url http://eprints.umm.ac.id/7293/1/STUDI_TENTANG_KECANDUAN_PLAY_STATION_PADA_MAHASISWA.pdf
http://eprints.umm.ac.id/7293/
contents Along with growth of technology form game also progressively bervariatif and expand. One of the game type form keeping abreast of era that is with appearance game of play station. Play Station that is type game of electronic is one of the type of video of game which nowadays liked many adolescent even adults. Involvement one with station play can cause to become addiction and will become seen by separate problems of station play generating many sides of negative from at positive side of him particularly if natural of addiction are all students residing in end of student class level. Because will riskier where student given on to high pass standard. This research is research qualitative with approach of case study with aim to to know addicted background of station play, to know behavioral form of addiction of play station, to know perception of subyek concerning the future of and to know done by effort is subyek in overcoming addiction of play station. Subyek in this research that is natural student of addiction of play station by using technique of purposive sampling. This research use interview method, observation, psychological tes graphical tes and report self. As for Technique analyse used data that is data discount choosing fundamental things as according to research focus, displayed by data presenting result of research, and verification taken by conclusion, while the authenticity of data of using triangulation of is source of. From research result found That background of subyek addicted of play station that is because inconvenience situation which felt by subyek (internal factor). Addicted behavior of him that is time durasi played at more or less 5 hour in playing game at per week 4-5 times, obtaining satisfaction, easiness and ease in playing at, call loudlies moment play at, will continue vexed and long otherwise play at, majoring requirement play at above station play of other requirement, fiddling around with opponent play at, becoming to forget time, forget to eat, ad for learning and the values of less gratify. Perception of subyek concerning the future of that is looking into the future of that important. But subyek not yet can do efforts in drawing up the future of because owning addicted behavior of him at station play. Effort done to overcome addiction of play the station that is that there is no maximal effort which done by subyek.
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