PERILAKU KOMUNIKASI MAHASISWA PEGIAT GAME ONLINE
This study aimed to see the communication behavior of mobile legend online game users that occur in the user environment both directly and indirectly so that it can be seen in terms of communication ethics of online game users. The phenomenon of online gaming as a lifestyle in various parts of the world today is quite astonishing. The location of the study was conducted at the Faculty of Social Sciences, Djuanda University, especially the communication student. This research method uses quantitative descriptive. The approach used in this study is a quantitative approach. The results of the WMS calculation for the Communication Ethics Variable obtained an average score of 3.55 which according to the interpretation was in the good category. While the results of the calculation of the WMS for the communication behavior variable obtained an average score of 3.74 which according to the interpretation is in the good category. The relationship between online game mobile legend and communication behavior. the result of hypothesis testing on rank spearman’s correlation coefficient variable (X) on variable (Y) is 0.496 which means that variable (X) meets the criteria as an influence on Variable (Y) with moderate relationship level. Furthermore, in significance testing obtained value 0.002 <0.1 then Ha is accepted, meaning that there is a significant relationship between (X) to variable (Y). Then to find out the acceptance and rejection of the hypothesis the researcher calculated the t test and obtained the result of t count 3,281 and it was found that t table (N = 33) was 1,692, then t counted> t table which meant that ho was rejected and ha was accepted which meant that there was a relationship significant between (X) to (Y) and to find out how many contributions given variables (X) to Variables (Y) the researcher conducted the Determination Coefficient and obtained a value of 23.26% and the contribution of other factors was 76.74%.
Basuki, Sulistyo. 2006. Metode Penelitian. Jakarta (ID): Wedatama Widya Sastra.
Fauziah ER. 2013. Pengaruh Game Online Terhadap Perubahan Perilaku Anak SMP Negeri 1 Samboja. eJournal lmu Komunikasi. 1 (3): 1-16.
Giandi AF. 2012. Perilaku Komunikasi Pecandu Game Online dengan Menggunakan Game Online. Diunduh di http://jurnal. unpad. ac. id/ ejournal/ article/ view/ 901/ pdf [pada 26 September 2018].
Guno DC. 2018. Gambaran Perilaku Kecanduan Game Online Pada Anak Usia Sekolah di Wilayah Kecamatan Magetan. Diunduh pada http://eprints.ums.ac.id/60199/1/NASKAH%20PUBLIKASI.pdf. [pada 26 September 2018].
Istiyanto SB. 2016. Telepon Genggam dan Perubahan Sosial Studi Kasusu dampak negative Media Komunikasi dan Informasi bagi Anak-Anak di Kelurahan Bobosan Purwokerto Kabupaten Banyumas. Jurnal Komunikasi. 01(2016): 58-63.
Kusumawardani SP. 2015. Game Online Sebagai Pola Perilaku (Studi Deskriptif Tentang Interaksi Sosial Gamers Clash Of ClansPada Clan Indo Spirit). AntroUnairdotNet. Vol.IV/No.2/Juli 2015: 154-163.
Lestari UI, Suryatna U, Kusumadinata AA. 2018. Pengaruh Menonton Tayangan FTV Kuasa Ilahi Terhadap Perilaku Masyarakat. Jurnal Komunikatio. 4 (1): 51-62.
Romadhoni F. 2017. Pola Komunikasi di Kalangan Pecandu Game Let’s Get Rich di Komunitas Xlite Tenggarong. eJournal Ilmu Komunikasi. 5 (1) 2017: 235-247.
Siregar NI, Muljono P. 2017. Pengaruh Perilaku Bermain Video Game Berunsur Kekerasan Terhadap Perilaku Agresi Remaja. Jurnal Sains Komunikasi dan Pengembangan Masyarakat [JSKPM]. 1 (3): 261-276.
Sukrillah A, Ratnamulyani IA, Kusumadinata AA. 2017. Pemanfaatan Media Sosial Melalui Whatsapp Group FEI Sebagai Sarana Komunikasi. Jurnal Komunikatio. 3(2): 95-104.