Hubungan Subjective Well-Being dengan Flow Bermain Game Mobile Legend pada Komunitas X
Abstract
The development of online games in the world is very rapid, including in Indonesia, both the players and the types of games. Mobile Legend is a Multiplayer Online Battle Arena type game and also an online game with the most users in Indonesia. Many researchers use online games as their research but only focus on negative things and also do not specialize in the types of games played by their users. The aim of this research is to obtain empirical data regarding the relationship of subjective well-being with the flow of playing mobile legend games in community x. The research design used in this research is a non-experimental quantitative research. In this study involved 36 active players in the x community in the city of Bandung. The measuring tools used are the Scale of Positive and Negative Experience (SPANE), the Satisfaction With Life Scale (SWLS) to measure subjective well-being and the Flow State Scale. Based on the results of data collection that has been done, 86.1% of community X game players have high subjective well-being, and 91.7% of players have high flow. The results of statistical tests show that subjective well-being and flow have a significant positive relationship of 73.3%
Abstrak. Perkembangan game online di dunia sangat pesat tidak terkecuali di Indonesia baik para pemain dan juga jenis gamenya. Mobile Legend merupakan game berjenis Multiplayer Online Battle Arena dan juga game online dengan pengguna terbanyak di Indonesia. Banyak peneliti yang menggunakan game online sebagai penelitianya tetapi hanya berfokus pada hal negatif dan juga tidak mengkhususkan pada jenis game yang dimainakan oleh para penggunanya.Tujuan penelitian ini untuk memperoleh data empiris mengenai hubungan subjective well-being dengan flow bermain game mobile legend pada komunitas x. Desain penelitian yang digunakan dalam penelitian ini adalah penelitian kuantitatif non eksperimental. Dalam penelitian ini melinatkan 36 pemain aktif pada komunitas x di kota Bandung. Alat ukur yang digunakan Scale of Positive and Negative Experience (SPANE), Satisfaction With Life Scale (SWLS) untuk mengukur subjective well-being dan Flow State Scale. Berdasar pada hasil pengumpulan data yang telah dilakukan sebanyak 86,1% pemain game komunitas X memiliki subjective well-being tinggi, dan 91,7% pemain memiliki flow tinggi. Hasil pengujian statistika menunjukkan jika subjective well-being dengan flow memiliki hubungan positif yang signifikan sebesar 73,3%
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