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dc.contributor.advisorFuad Nashori S.Psi., M.Psi
dc.contributor.authorIlham Kurnia Widiarto, 13320077
dc.date.accessioned2018-04-03T19:58:18Z
dc.date.available2018-04-03T19:58:18Z
dc.date.issued2018-01-31
dc.identifier.urihttps://dspace.uii.ac.id/handle/123456789/6296
dc.description.abstractThe aim of this study was to determine the relationship between subjective well-being and online game addiction in adolescent in Yogyakarta. The hypothesis in this study was there is a negative relationship between subjective well-being and online game addiction in adolescents. The instrument for measure subjective well-being were consisted of two scaleswhichadapted include a life satisfaction scale which is developed by Diener, et al (1985)named Scale with life satisfaction (SWLS) and measuring feeling scale which isdeveloped by Biswas and Diener (2009) named Scale of Positive and Negative Experience (SPANE), and then, researchers use game addict scale (GAS) which is developed by Lemmens, et al (2009)for measure online games addict in adolescent. Participants in this study were teenagers in Yogyakarta and involved 102 participants, with an age range of 15 to 21 years.Data analysis in this study using Product Moment Pearson.Based on data analysis, there was a significant correlation between subjective well-being with online game addiction. Correlation analysis showed thecoefficient value r = -0.468 with p = 0.000 (p<0.05).This shows that the hypothesis in this study Accepted. The study also conducted more analytical tests based on age, education, pocket money, types of games being played, and tools used for play, discussions related to the results will be discussed further. The aim of this study was to determine the relationship between subjective well-being and online game addiction in adolescent in Yogyakarta. The hypothesis in this study was there is a negative relationship between subjective well-being and online game addiction in adolescents. The instrument for measure subjective well-being were consisted of two scaleswhichadapted include a life satisfaction scale which is developed by Diener, et al (1985)named Scale with life satisfaction (SWLS) and measuring feeling scale which isdeveloped by Biswas and Diener (2009) named Scale of Positive and Negative Experience (SPANE), and then, researchers use game addict scale (GAS) which is developed by Lemmens, et al (2009)for measure online games addict in adolescent. Participants in this study were teenagers in Yogyakarta and involved 102 participants, with an age range of 15 to 21 years.Data analysis in this study using Product Moment Pearson.Based on data analysis, there was a significant correlation between subjective well-being with online game addiction. Correlation analysis showed thecoefficient value r = -0.468 with p = 0.000 (p<0.05).This shows that the hypothesis in this study Accepted. The study also conducted more analytical tests based on age, education, pocket money, types of games being played, and tools used for play, discussions related to the results will be discussed further.en_US
dc.publisherUniversitas Islam Indonesiaid
dc.subjectsubjective well-beingen_US
dc.subjectonline game addictionen_US
dc.subjectadolescenten_US
dc.subjectkesejahteraan subjektifid
dc.subjectkecanduan game onlineid
dc.subjectremajaid
dc.titleHubungan antara Kesejahteraan Subjektif dan Kecanduan Game Online pada Remaja di Yogyakartaid
dc.typeUndergraduate Thesisen_US


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