Analisis Penggunaan Game Online Pubgm (Playerunknown’s Battlegrounds Mobile) Terhadap Perilaku Konsumtif Siswa Kelas Xi Sman 1 Sutojayan Kabupaten Blitar
Abstract
Consumptive behavior carried out by class XI students of SMA Negeri 1 Sutojayan, Blitar Regency includes consumption activities to spend the use value of an item or service. Consumptive behavior of students is also inseparable from the activity of allocating pocket money obtained from parents. The amount of pocket money obtained is an influence in consumption, especially students who play the PUBGM online game. This is because where the pocket money you have that should be used for daily needs will be used for the need to play online games. The purpose of this study was to analyze the consumptive behavior of class XI students of SMAN 1 Sutojayan, Blitar Regency who played the online game PUBGM (Playerunknown's Battlegrounds Mobile). This study uses a qualitative approach with the type of phenomenological research method. The role of the researcher in this study is to act directly as an instrument in collecting and observing data in the field and analyzing data. The subjects in this study were students of class XI IPS 2 and XI IPS 4 at SMA Negeri 1 Sutojayan, Blitar Regency. Data collection procedures used in this study were observation and interviews. Data analysis carried out in this study includes data reduction, data presentation and conclusion drawing, then checking the validity of the data by using source triangulation and technical triangulation. The results obtained from this study are, the Consumptive Behavior of X IPS 2 and X IPS 4 class students at SMA Negeri 1 Sutojayan, Blitar Regency who play the online game PUBGM becomes influential. This is because students who play PUBGM online games are always tempted by the new items provided in the game per season, which causes students to top up in order to have these items and will put aside other more important needs.
Keywords: Consumptive behavior, PUBGM online game
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