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MOTIF BERMAIN GAME ONLINE “CLASH OF CLANS” (Studi Pada Pemain Game Online “Clash Of Clans” di Kota Serang)

YULIAWAN, DESCA (2016) MOTIF BERMAIN GAME ONLINE “CLASH OF CLANS” (Studi Pada Pemain Game Online “Clash Of Clans” di Kota Serang). S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

One of the online games that are popular in the community is a "Clash Of Clans". The emergence of the phenomenon of online game Clash Of Clash prima donna among game players today are influenced by the uniqueness of the game itself. The aim of research to find out the motive of primary, secondary motives and factors of addiction that makes players play the game online Clash of Clans. Using descriptive qualitative methods with Uses and Gratifications theory to study the problems of research. The results showed releasing tension is the primary motive mentioned by informants research. This is based on characteristics of the game which is intended as a medium of entertainment. Self�actualization and commercial motives become secondary motives behind player online game Clash Of Clans. Duration of use Clash Of Clans very intensive to be factors that cause addicted players in this game. Keywords: Motive, Clash Of Clans, Uses and Gratifications Theory

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorWinangsih, RahmiUNSPECIFIED
Thesis advisorNesia, AndinUNSPECIFIED
Uncontrolled Keywords: Motive, Clash Of Clans, Uses and Gratifications Theory
Subjects: Communication > Communication (General)
Divisions: 06-Fakultas Ilmu Sosial dan Ilmu Politik > 70201-Program Studi Ilmu Komunikasi
Depositing User: Perpustakaan Pusat
Date Deposited: 02 Apr 2022 20:25
Last Modified: 02 Apr 2022 20:25
URI: http://eprints.untirta.ac.id/id/eprint/11444

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