PENGARUH GAME ONLINE TERHADAP PERILAKU KONSUMTIF MAHASISWA FAKULTAS EKONOMI DAN BISNIS ISLAM IAIN KENDARI

Andi Eka Putra Wira Sakti NIM 15050101022,, A (2022) PENGARUH GAME ONLINE TERHADAP PERILAKU KONSUMTIF MAHASISWA FAKULTAS EKONOMI DAN BISNIS ISLAM IAIN KENDARI. Skripsi thesis, IAIN KENDARI.

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1. COVER.pdf

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2. BAB I.pdf

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3. BAB II.pdf

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4. BAB III.pdf

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5. BAB IV.pdf
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6. BAB V.pdf

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7. DAFTAR PUSTAKA.pdf

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8. LAMPIRAN.pdf

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Abstract

ABSTRAK Andi Eka Putra Wira Sakti NIM 15050101022, Pengaruh Game Online Terhadap Perilaku Kosumtif Mahasiswa Fakultas Ekonomi Dan Bisnis Islam IAIN Kendari (Angkatan 2019/2020/2021). Dibimbing oleh Dr. Wahyuddin Maguni, SE, M.Si. dan Abdul Wahid Mongkito S.Si., M.EI. Program Studi Ekonomi Syariah. Tahun 2022. Permasalahan dalam penelitian ini adalah Bagaimana perilaku konsumtif mahasiswa Fakultas Ekonomi dan Bisnis Islam IAIN Kendari selama menjadi pengguna Game Online dan Apakah Game online berpengaruh terhadap perilaku konsumtif mahasiswa Fakultas Ekonomi dan Bisnis Islam IAIN kendari. Tujuan penelitian yaitu untuk mengetahui perilaku konsumtif mahasiswa Fakultas Ekonomi dan Bisnis Islam IAIN Kendari selama menjadi pengguna Game Online dan untuk mengetahui Game online berpengaruh terhadap perilaku konsumtif mahasiswa Fakultas Ekonomi dan Bisnis Islam IAIN kendari. Dengan menggunakan metode penelitian Kuantitatif. Kegunaan penelitian ini sebagai bahan evaluasi dan memberi kontribusi pemikiran dalam upaya memperluas wawasan dalam perilaku konsumtif terhadap Game Online. Penelitian ini menggunakan metode Kuantitatif. Populasi yang digunakan yaitu 921 responden dan sampelnya sebanyak 94 responden. Teknik pengambilan sampel yaitu dengan teknik pengumpulan data dengan kuesioner, observasi dan dokumentasi. Uji instrument yang digunakan yaitu uji validitas, uji reliabilitas, uji asumsi klasik, uji autokorelasi, uji hipotesis, uji t dan uji f. Hasil dalam penelitian ini dapat disimpulkan bahwa variabel persepsi pengguna game online berpengaruh signifikan terhadap perilaku konsumtif. Hal ini di perkuat dengan hasil uji hipotesis dengan nilai hasil uji t parsial menunjukkan bahwa nilai signifikansi pengaruh game online terhadap perilaku konsumtif adalah 0,00 < 0,05 dan nilai t hitung 7,711 > nilai t tabel 1,986 maka Ho1 di tolak dan Ha1 di terima. Artinya terdapat pengaruh game online terhadap perilaku konsumtif secara signifikansi. Kata kunci: Game Online, Perilaku Konsumtif, FEBI. ABCRACT Andi Eka Putra Wira Sakti NIM 15050101022, The Effect of Online Games on Consumptive Behavior of Students of the Islamic Economics and Business Faculty IAIN Kendari (Class 2019/2020/2021). Supervised by Dr. Wahyuddin Maguni, SE, M.Sc. and Abdul Wahid Mongkito S.Si., M.EI. Islamic Economics Study Program. 2022. The problem in this research is how the consumptive behavior of the students of the Islamic Economics and Business Faculty of IAIN Kendari while being users of online games and whether online games affect the consumptive behavior of the students of the Islamic Economics and Business Faculty of IAIN Kendari. The purpose of the study was to determine the consumptive behavior of the students of the Islamic Economics and Business Faculty of IAIN Kendari while being users of online games and to determine the effect of online games on the consumptive behavior of students of the Islamic Economics and Business Faculty of IAIN Kendari. By using quantitative research methods. The usefulness of this research is as an evaluation material and contributes ideas in an effort to broaden the horizons of consumptive behavior towards online games. This research uses quantitative method. The population used is 921 respondents and the sample is 94 respondents. The sampling technique is the data collection technique with questionnaires, observation and documentation. The instrument test used is validity test, reliability test, classical assumption test, autocorrelation test, hypothesis test, t test and f test. The results in this study can be concluded that the variable perception of online game users has a significant effect on consumptive behavior. This is strengthened by the results of hypothesis testing with the value of the partial t test results showing that the significance value of the influence of online games on consumptive behavior is 0.00 < 0.05 and the t value is 7.711 > the t table value is 1.986 then Ho1 is rejected and Ha1 is accepted. . This means that there is a significant influence of online games on consumptive behavior. Keywords: Online Game, Consumptive Behavior, FEBI.

Item Type: Thesis (Skripsi)
Additional Information: Game Online, Perilaku Konsumtif, FEBI.
Uncontrolled Keywords: Game Online, Perilaku Konsumtif, FEBI.
Subjects: Ekonomi
Ekonomi Islam
Divisions: Fakultas Ekonomi dan Bisnis Islam > Prodi Ekonomi Syariah
Depositing User: Andi Nila Nurfadhilah
Date Deposited: 15 Dec 2022 01:23
Last Modified: 15 Dec 2022 01:23
URI: http://digilib.iainkendari.ac.id/id/eprint/4018

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