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Ditemukan 57680 dokumen yang sesuai dengan query
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Annisa Nashaq
"ABSTRAK
Pada beberapa penelitian mengenai video game prososial, telah ditemukan bukti bahwa video game prososial dapat memengaruhi tingkah laku prososial. Salah satu penelitian yang berhasil menemukan bukti dari pengaruh video game prososial terhadap tingkah laku prososial adalah penelitian Greitemeyer dan Osswald (2010). Namun, ada beberapa aspek yang luput dari manipulation check salah satu eksperimen dalam penelitian tersebut, yaitu aspek afeksi dan arousal. Didasari oleh General Learning Model (Buckley dan Anderson, 2006), penelitian eksperimen ini merupakan penelitian replikasi dari eksperimen dua penelitian Greitemeyer dan Osswald (2010). Penelitian ini bertujuan untuk meneliti tentang sejauh mana video game prososial dapat memengaruhi tingkah laku prososial dengan menambahkan aspek afeksi dan arousal dalam manipulation check. Sebanyak 69 responden diminta untuk memainkan salah satu dari video game yang disediakan oleh peneliti (video game netral atau video game prososial), kemudian diukur tingkah laku prososialnya setelah memainkan video game. Berdasarkan hasil analisis one way anova, tidak ditemukan adanya pengaruh yang signifikan dari video game prososial terhadap tingkah laku prososial.

ABSTRACT
In several researches about prosocial video games, the evidence has been found that prosocial video game affects prosocial behaviors. One of the research that found the evidence of the prosocial video game effect on prosocial behavior is a research that conducted by Greitemeyer dan Osswald (2010). However, there is something that missed on the manipulation check of that research, that is affective and arousal aspect. Based on General Learning Model (Buckley and Anderson, 2006), this research is a replication of experiment two in Greitemeyer dan Osswald (2010) research. This research aimed to study the extent to which prosocial video games affects prosocial behavior by adding the affective and arousal aspect in manipulation check. 69 respondents were asked to play one of the video games that the research provided (neutral or prosocial) and the prosocial behaviors was measured afterwards. Based on one way anova analysis result, there is no significant effect of prosocial video games towards prosocial behavior."
2016
S64864
UI - Skripsi Membership  Universitas Indonesia Library
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Fendi Budi Prabowo
"Tujuan penelitian ini adalah untuk mendapatkan gambaran mengenai hubungan antara tingkah laku prososial dalam bermain MMORPG dan tingkah laku prososial di kehidupan nyata serta hubungan antara lama bermain MMORPG dan tingkah laku prososial dalam bermain MMORPG. Penelitian ini menggunakan dua alat ukur yang diadaptasi dari alat ukur Abidin (2000), yaitu Tingkah Laku Prososial dalam Bermain MMORPG dan Tingkah Laku Prososial di Kehidupan Nyata. Partisipan penelitian ini berjumlah 115 orang yang merupakan pemain MMORPG.
Hasil penelitian ini menunjukkan bahwa terdapat hubungan positif satu arah yang signifikan antara tingkah laku prososial dalam bermain MMORPG dan tingkah laku prososial dalam kehidupan nyata pada pemain MMORPG (r = 0.418; p = 0.000). Hal ini menandakan bahwa semakin sering pemain MMORPG melakukan tingkah laku prososial dalam permainan MMORPG, maka ia akan semakin cenderung melakukan tingkah laku prososial di kehidupan nyata. Selain itu, hasil penelitian ini juga menunjukkan bahwa terdapat hubungan positif yang signifikan antara lama bermain MMORPG dan tingkah laku prososial dalam bermain MMORPG pada pemain MMORPG (r = 0.208; p = 0.026). Dengan kata lain, semakin lama pemain MMORPG bermain permainan tersebut, maka ia akan semakin cenderung melakukan tingkah laku prososial dalam permainan MMORPG. Berdasarkan hasil tersebut, game developer perlu menciptakan permainan yang mendorong pemainnya untuk melakukan tingkah laku prososial dengan pemain lain di dalam permainan tersebut sehingga mereka cenderung melakukan tingkah laku prososial di kehidupan nyata.

The purpose of this research is to find the correlation between prosocial behavior in massively multiplayer online role playing game (MMORPG) and prosocial behavior in real life among MMORPG player. In addition, this research is also conducted to find the correlation between the length of playing MMORPG and prosocial behavior in MMORPG. the two instruments used this research are the Instrument of Prosocial Behavior in MMORPG and the Instrument of Prosocial Behavior in Real Life. Both of the instruments are adapted from Abidin (2000). The participants of this research are 115 MMORPG players.
The results of this research show that prosocial behavior in MMORPG significantly correlated with prosocial behavior in real life (r = 0.418; p = 0.000). That is, if the MMORPG player conduct prosocial behavior in the game, then he/she will tend to conduct prosocial behavior in real life. Moreover, the result of this research show that the length of playing MMORPG significantly correlated with prosocial behavior in MMORPG (r = 0.208; p = 0.026). That is, the longer someone play MMORPG, he/she will tend to conduct prosocial behavior in MMORPG. Based on this results, the game developer should create more games which will reinforce the players to conduct prosocial behavior in that game, so they will tend to conduct prosocial behavior in real life.
"
Depok: Fakultas Psikologi Universitas Indonesia, 2013
S53532
UI - Skripsi Membership  Universitas Indonesia Library
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Azmi Nisrina Umayah
"Penelitian ini dilakukan untuk mengetahui apakah terdapat pengaruh empati emosional terhadap perilaku prososial yang dimoderasi oleh jenis kelamin pada mahasiswa. Empati emosional diartikan sebagai dorongan secara otomatis dan tanpa disadari untuk merespon keadaan emosi orang lain Rogers, Dziobek, Hassenstab, Wolf, Convit, 2007 dan perilaku prososial diartikan sebagai tindakan yang dilakukan individu untuk membantu orang lain Baron, Branscombe, Byrne, 2008 . Instrumen yang digunakan untuk mengukur empati emosional dengan menggunakan Positive Affect and Negative Affect Scale PANAS yang dikembangkan oleh Watson, Clark, Tellegen 1988 dan dilakukan induksi empati menggunakan tayangan video. Pengukuran perilaku prososial dilakukan dari jumlah donasi yang diberikan oleh partisipan. Responden penelitian ini merupakan 126 individu laki-laki dan perempuan yang berusia 18-25 tahun. Hasil dari penelitian ini menunjukkan bahwa terdapat pengaruh yang signifikan antara empati emosional terhadap perilaku prososial, namun pengaruh jenis kelamin terhadap perilaku prososial memiliki hasil yang tidak signifikan.

This study was conducted to examine whether emotional empathy could predict prosocial behavior if it rsquo s moderated by gender among college students. Emotional empathy defined as automatically and unconsciously impulse that responds to the emotions of others Rogers, Dziobek, Hassenstab, Wolf, Convit, 2007 . Prosocial behavior defined as an action that individuals do to help others Baron, Branscombe, Byrne, 2008 . Emotional empathy measured by Positive Affect and Negative Affect Scale PANAS which was developed by Watson, Clark, and Tellegen 1988 and empathy induction was conducted by showing a video to participants. Measurement of prosocial behavior is based on the amount of donation given by each participant. Participants of this study consist of 126 college students and aged 18 ndash 25 years old. The result of this study pointed out that emotional empathy could predict prosocial behavior. However, there is no gender effect on prosocial behavior.
"
Depok: Fakultas Psikologi Universitas Indonesia, 2017
S68997
UI - Skripsi Membership  Universitas Indonesia Library
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Mauldina Mustika Sadikin
"

Penelitian ini bertujuan untuk mengetahui hubungan antara pengalaman parentification dan perilaku prososial pada mahasiswa penerima bidikmisi. Penelitian ini merupakan penelitian retrospective study dimana parentification sebagai pengalaman yang dialami oleh mahasiswa bidikmisi ketika usia di bawah 18 tahun dan perilaku prososial sebagai dampak dari pengalaman tersebut yang diperoleh saat dewasa. Teori parentification yang digunakan dalam penelitian mengacu pada teori Boszormenyi-Nagy dan Spark (1973) dan teori perilaku prososial mengacu pada teori Eisenberg & Mussen (1989). Dalam mengukur parentification, penelitian ini menggunakan Parentification Inventory (Hooper, 2009) yang terdiri dari tiga dimensi, yaitu emotional parentification, instrumental parentification, dan perceived benefit parentification dan untuk mengukur perilaku prososial menggunakan Adults Prosocialness Instrument (Caprara, Steca, Zelli, dan Capanna, 2005). Dalam penelitian ini, peneliti juga melihat dua dari tiga dimensi parentification (emotional dan instrumental parentification) yang memberikan kontribusi terhadap perilaku prososial. Partisipan dalam penelitian ini merupakan mahasiswa bidikmisi yang berkuliah di perguruan tinggi negeri (PTN) seluruh Indonesia dengan rentang usia 18 sampai 24 tahun. Pengujian hipotesis dilakukan dengan menggunakan multiple regression. Hasil dari penelitian ini menunjukkan bahwa pengalaman parentification berperan positif secara signifikan terhadap perilaku prososial mahasiswa bidikmisi dan memprediksi sebesar 5.8%. Hasil juga menunjukkan bahwa setiap kenaikan satu poin pada skor parentification, maka akan diikuti dengan kenaikan .24 poin pada skor perilaku prososial. Selain itu, kedua dimensi parentification (emotional dan Instrumental parentification) berperan positif secara signifikan terhadap perilaku prososial mahasiswa bidikmisi. Namun, dari kedua dimensi parentification, hanya emotional parentification yang berkontribusi terhadap perilaku prososial mahasiswa bidikmisi.

 

 


This study aims to know the relationship between experience of parentification and prosocial behaviour among bidikmisi college students. This study is retrospective study where parentification as an experience which event is happened by bidikmisi students under 18 years old and prosocial behaviour as an effect from those events which is obtained as an adult. Parentification theory which is use in this study referring to Boszormenyi-Nagy and Spark theory (1973) and prosocial theory referring to Eisenberg & Mussen theory (1989). To measure parentification in this study is use Parentification Inventory (Hooper, 2009) with three dimensions i.e. emotional parentification, instrumental parentification, and perceived benefit parentification and to measure prosocial behaviour is use Adults Prosocialness Instrument (Caprara, Steca, Zelli, and Capanna, 2005). The researcher also wants to see which two of three dimensions of parentification (emotional and instrumental parentification) that contribute to prosocial behavior. Participants in this study are bidikmisi students who studied in public universities all over Indonesia with age range from 18 to 24 years old. The hypotesist test is done by multiple regression. The results from this study indicates that experience of parentification has significant positive relationship towards prosocial behaviour among bidikmisi college students and predict it as much as 5.8%. The result also indicates that each increase of one point on the parentification score will be followed by  .24 point increase in prosocial behavior scores. Furthermore, two dimensions of parentification (emotional and instrumental parentification) has significant positive relationship towards prosocial behaviour among bidikmisi college students. But, only emotional parentification who contributed toward prosocial behaviour among bidikmisi college students between two dimensions of parentification.

 

 

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Depok: Fakultas Psikologi Universitas Indonesia, 2020
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Maya Eka Sari Prawiro
"ABSTRAK
Penelitian ini bertujuan untuk menguji peran penalaran moral prososial dan persepsi gaya pengasuhan sebagai prediktor tingkah laku prososial. Penelitian ini melibatkan 307 orang remaja (219 remaja putri, 88 remaja putra) dengan rata- rata usia 17,63 tahun (rentang usia 13-24 tahun). Tingkah laku prososial diukur dengan Prosocial Tendencies Measures-Revised (Carlo & Randall, 2003) yang mencakup kategori altruism, anonymous, compliant, dire, emotional dan public Penalaran Moral Prososial diukur dengan Prosocial Reasoning Objective Measures (Eisenberg, Carlo & Knight, 1992) yang mengidentifikasi orientasi penalaran hedonistic, approval, needs, stereotyped dan internalized. Persepsi gaya pengasuhan diukur dengan Parental Authority Questionnaire (Trinkner, 2012) yang memilah gaya otoritatif, otoritarian dan permisif. Ketiga instrumen tersebut memiliki nilai reliabilitas yang tinggi dengan nilai r berturut-turut r = 0,78, r = 0,71 dan r = 0,72.
Penalaran moral prososial dan persepsi gaya pengasuhan dapat memprediksi tingkah laku prososial pada remaja. Persepsi remaja terhadap gaya pengasuhan orang tua berkontribusi lebih besar (11,4%) dibandingkan penalaran moral prososial (5,2%). Semakin kuat persepsi bahwa orang tua bergaya pengasuhan otoritatif, semakin kuat kecenderungan remaja untuk bertingkah laku altuistik. Semakin kuat persepsi bahwa orang tua bergaya pengasuhan permisif, semakin kuat kecenderungan remaja untuk bertingkah laku prososial emosional. Remaja putra lebih banyak menampilkan tingkah laku prososial dire, sementara remaja putri lebih banyak bertingkah laku altruistik

ABSTRACT
This research aimed at exploring prosocial moral reasoning and perceived parenting style as predictors of prosocial behavior. Involving 307 adolescents (219 female, 88 male, Mage = 17,6, range = 13-24), prosocial behavior was measured using Prosocial Tendencies Measure-Revised (Carlo & Randall, 2003) which identifies altruism, anonymous, compliant, dire, emotional and public. Prosocial moral reasoning was measured using Prosocial Reasoning Objective Measure (Eisenberg, Carlo & Knight, 1992) indicating hedonistic, approval, needs, stereotyped and internalized reasoning orientation. Perceived Parenting Style measured by PAQ (Parental Authority Questionnaire, Trinkner 2012) identifying authoritative, authoritarian and permissive parenting style. Those instruments have high reliability i.e, r = 0,78, r = 0,71, and r = 0,72 respectively.
Prosocial behavior was predicted by prosocial moral reasoning and perceived parenting style. Perceived parenting style contributed (11,4%) more than prosocial moral reasoning (5,2%). The stronger the adolescent?s perception that their parents used authoritative parenting style, the more they showed altruistic prosocial behavior. The stronger adolescent?s perception that their parents used permissive parenting style, the more they showed emotional prosocial behavior. Male adolescent showed more dire prosocial behavior while female adolescent more altruistic prosocial behavior"
2016
T46452
UI - Tesis Membership  Universitas Indonesia Library
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Alifah Indalika Mulyadi Razak
"[ABSTRAK
Perilaku prososial merupakan modal penting untuk berhasil beradaptasi dalam kehidupan sosial (Berns, 2010). Keikutsertaan dalam kegiatan taman kanak-kanak memperluas mikrosistem anak dan menuntut pengembangan perilaku sosial sesuai dengan situasi sosial yang berbeda dan lebih luas. Upaya sistematik perlu dilakukan di tingkat prasekolah untuk memastikan bahwa perilaku prososial berkembang sesuai dengan harapan. Upaya menumbuhkembangkan tingkah laku prososial pernah dilakukan dengan menerapkan berbagai metode, antara lain, bermain peran, bermain konstruktif, pembacaan cerita dan metode bercerita shared reading. Metode shared reading dengan komponen membacakan cerita (C), berdiskusi (D) mengenai isi cerita serta mempraktekkan langsung informasi yang terdapat dalam isi cerita (K) akan diterapkan dalam Program Cerita Prososial Aktif rancangan peneliti. Efektivitas program cerita prososial aktif yang secara konseptual merupakan implementasi dari metode shared reading, akan diuji melalui penelitian eksperimental yang berdesain before-and-after . Partisipan berjumlah 20 murid taman kanak-kanak berusia antara 4-5 tahun. Penelitian dilakukan terhadap 1 kelompok eksperimen (CDK) yang diintervensi dengan metode shared reading dan 3 kelompok kontrol berturut-turut: kelompok CD, C dan CG. Kelompok CD diintervensi dengan cerita dan diskusi, kelompok C dibacakan cerita oleh peneliti dan CG dibacakan cerita oleh guru murid-murid tersebut. Dilakukan intervensi selama 15 sesi. Perilaku prososial diukur melalui observasi terhadap 15 item senarai tingkah laku prososial. Program Cerita Prososial Aktif yang menggunakan metode shared reading ternyata efektif meningkatkan tingkah laku prososial anak prasekolah secara signifikan (Z=-2.032) setelah dilakukan 5 sesi intervensi dan tingkahlaku prososial secara konsisten terus meningkat frekuensinya sampai penelitian berakhir. Metode bercerita tanpa diskusi dan kegiatan efektivitasnya paling rendah.

ABSTRACT
Adaptation to social interactions in a larger social environment is determined by individual?s prosocial behavior (Berns, 2010). With their expanding microsystem prosocial behavior of preschool children need to be develop accordingly, to establish and enhance the repertoire learned in their home environment. Various methods had been implemented in the enterprises of developing prosocial behavior of preschool children i.e.. role play, constructive play, story reading and shared reading. Cerita Prososial Aktif (CPA) that implements shared reading method presumably more effectively increases prosocial behavior considering that the prosocial story reading (C) is complemented with discussion (D) and relevant activities (K) for the children to apply prosocial behavior. With the before and after experimental design, this study aims at comparing the effectiveness of shared reading (CDK) method against active story telling (CD) and story telling without discussion(C). Prosocial behavior was measured by observation using prosocial behavior checklist consisits of 15 items. After 5 sessions the experimental gourp (CDK) showed significantly higher increase of prosocial behavior, while the other 3 control groups: treated with story and discussion (CD), C (story telling by investigator) and story telling by teacher (CG) showed no significant increases. After 15 sessions CDK group showed highest increase compared to CD, C or CG groups. Significant increase of prosocial behavior was achieved after 15 sessions of listening to prosocial story without discussiion and relevant activities, with the lowest size compared to CDK and CD groups.;Adaptation to social interactions in a larger social environment is determined by individual?s prosocial behavior (Berns, 2010). With their expanding microsystem prosocial behavior of preschool children need to be develop accordingly, to establish and enhance the repertoire learned in their home environment. Various methods had been implemented in the enterprises of developing prosocial behavior of preschool children i.e.. role play, constructive play, story reading and shared reading. Cerita Prososial Aktif (CPA) that implements shared reading method presumably more effectively increases prosocial behavior considering that the prosocial story reading (C) is complemented with discussion (D) and relevant activities (K) for the children to apply prosocial behavior. With the before and after experimental design, this study aims at comparing the effectiveness of shared reading (CDK) method against active story telling (CD) and story telling without discussion(C). Prosocial behavior was measured by observation using prosocial behavior checklist consisits of 15 items. After 5 sessions the experimental gourp (CDK) showed significantly higher increase of prosocial behavior, while the other 3 control groups: treated with story and discussion (CD), C (story telling by investigator) and story telling by teacher (CG) showed no significant increases. After 15 sessions CDK group showed highest increase compared to CD, C or CG groups. Significant increase of prosocial behavior was achieved after 15 sessions of listening to prosocial story without discussiion and relevant activities, with the lowest size compared to CDK and CD groups.;Adaptation to social interactions in a larger social environment is determined by individual?s prosocial behavior (Berns, 2010). With their expanding microsystem prosocial behavior of preschool children need to be develop accordingly, to establish and enhance the repertoire learned in their home environment. Various methods had been implemented in the enterprises of developing prosocial behavior of preschool children i.e.. role play, constructive play, story reading and shared reading. Cerita Prososial Aktif (CPA) that implements shared reading method presumably more effectively increases prosocial behavior considering that the prosocial story reading (C) is complemented with discussion (D) and relevant activities (K) for the children to apply prosocial behavior. With the before and after experimental design, this study aims at comparing the effectiveness of shared reading (CDK) method against active story telling (CD) and story telling without discussion(C). Prosocial behavior was measured by observation using prosocial behavior checklist consisits of 15 items. After 5 sessions the experimental gourp (CDK) showed significantly higher increase of prosocial behavior, while the other 3 control groups: treated with story and discussion (CD), C (story telling by investigator) and story telling by teacher (CG) showed no significant increases. After 15 sessions CDK group showed highest increase compared to CD, C or CG groups. Significant increase of prosocial behavior was achieved after 15 sessions of listening to prosocial story without discussiion and relevant activities, with the lowest size compared to CDK and CD groups., Adaptation to social interactions in a larger social environment is determined by individual’s prosocial behavior (Berns, 2010). With their expanding microsystem prosocial behavior of preschool children need to be develop accordingly, to establish and enhance the repertoire learned in their home environment. Various methods had been implemented in the enterprises of developing prosocial behavior of preschool children i.e.. role play, constructive play, story reading and shared reading. Cerita Prososial Aktif (CPA) that implements shared reading method presumably more effectively increases prosocial behavior considering that the prosocial story reading (C) is complemented with discussion (D) and relevant activities (K) for the children to apply prosocial behavior. With the before and after experimental design, this study aims at comparing the effectiveness of shared reading (CDK) method against active story telling (CD) and story telling without discussion(C). Prosocial behavior was measured by observation using prosocial behavior checklist consisits of 15 items. After 5 sessions the experimental gourp (CDK) showed significantly higher increase of prosocial behavior, while the other 3 control groups: treated with story and discussion (CD), C (story telling by investigator) and story telling by teacher (CG) showed no significant increases. After 15 sessions CDK group showed highest increase compared to CD, C or CG groups. Significant increase of prosocial behavior was achieved after 15 sessions of listening to prosocial story without discussiion and relevant activities, with the lowest size compared to CDK and CD groups.]"
2015
T43054
UI - Tesis Membership  Universitas Indonesia Library
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Muhammad Kautsar Ramadhan
"Dalam penelitian ini penulis ingin mencari tahu pengaruh motivasi prososial dan orientasi nilai terhadap tingkah laku berbagi artikel daring. Motivasi prososial dan orientasi nilai yang digunakan adalah alturisme dan egoisme, dimana alturisme menunjukkan tingkah laku berbagi demi kebermanfaatan orang lain sedangkan egoisme menunjukkan tingkah laku berbagi demi kebermanfaatan diri sendiri. Pengaruh bisa diketahui dengan melihat besaran skor tingkah laku berbagi artikel yang menunjukkan intensi berbagi dan pemilihan judul artikel yang dibagikan. Penelitian ini adalah penelitian eksperimen dengan desain 3 (induksi motivasi alturisme x motivasi egoisme x kontrol, between) x 2 (dibagikannya judul artikel berorientasi nilai altruisme x egoisme, within) mixed design. Partisipan adalah 82 mahasiswa Universitas Indonesia dari berbagai fakultas.
Hasil penelitian menunjukkan bahwa terdapat perbedaan skor rata-rata tingkah laku berbagi artikel yang signifikan di 3 kelompok perlakuan, F(2,79) = 7,52, p = 0,001 dan mengindikasikan bahwa terdapat pengaruh motivasi prososial terhadap tingkah laku berbagi artikel, sedangkan nilai pada judul artikel terbukti tidak memberikan dampak berbeda pada tingkah laku berbagi artikel partisipan. Oleh karena itu dapat disimpulkan bahwa motivasi prososial alturisme dan egoisme dapat memberikan dampak yang signifikan berbeda pada tingkah laku berbagi artikel dan orientasi nilai pada judul artikel tidak dapat mempengaruhi tingkah laku berbagi artikel.

In this study, authors want to find out the effect of prosocial motivation and value orientation in article?s title on online article sharing behavior. Prosocial motivation and value orientation used are alturism and egoism, where alturism demonstrated the usefulness of sharing behavior for the sake of others, while egoisme demonstrate the usefulness of sharing behavior for the sake of themselves. The effect can be known by looking at the amount of sharing behavior score that indicates the intention to share articles and article titles distribution. This research is an experimental research design with 3 (induction motivation egoism x alturism x control, between) x 2 (the distribution of article title with alturism value x egoism value, within) mixed design. Participants were 82 students from various faculties of the University of Indonesia.
The results showed that there are significant differences in the average scores online article sharing behavior in the 3 treatment groups, F (2,79) = 7.52, p = 0.001 indicate that prosocial motivation can affect online article sharing behavior, while the value of title article haven?t give different impact on the online article sharing behavior of the participants. Therefore it can be concluded that the alturisme and egoisme prosocial motivation can have a significant different impact on the online article sharing behavior and value orientation on the article title can not affect the online article sharing behavior.
"
Depok: Fakultas Psikologi Universitas Indonesia, 2015
S59113
UI - Skripsi Membership  Universitas Indonesia Library
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Obedrey Willys
"Penelitian ini bertujuan untuk menganalisis pengaruh ego depletion terhadap perilaku prososial. Perilaku prososial diukur melalui jumlah donasi yang diberikan oleh para partisipan untuk kegiatan sosial. Sebanyak 80 mahasiswa Fakultas Psikologi Universitas Indonesia berpartisipasi dalam penelitian ini. Partisipan dibagi ke dalam dua kelompok variasi ego depletion, yaitu partisipan yang
mengalami manipulasi ego depletion (full depletion) dan partisipan yang tidak mengalami manipulasi ego depletion (non-depletion). Dalam penelitian ini juga dilihat efek moderasi objective self-awareness pada pengaruh ego depletion terhadap perilaku prososial. Hasil penelitian menunjukkan tidak adanya perbedaan jumlah donasi yang diberikan antara partisipan pada kondisi full depletion dan partisipan pada kondisi non-depletion. Selain itu, hasil penelitian menunjukkan bahwa objective self-awareness tidak memoderasi pengaruh ego depletion pada perilaku prososial.

This study aims to analyze the effect of ego depletion on the prosocial behavior. Prosocial behavior measured by the amount of donation that participant gave to the social charity. Variations of ego depletion are divided into full depletion condition and non-depletion condition. There are 80 students of Faculty of Psychology Universitas Indonesia that participated in this study. Participants are divided into two groups of ego depletion variations, which participants who experienced the manipulation of ego depletion (full depletion) and participants who didn't experienced the manipulation (non-depletion). This study also examines the moderation effect of objective self-awareness on the influence of ego depletion on prosocial behavior. The result showed that there is no significant difference in amount of donation between participants in full depletion condition and participants in non-depletion condition. Also, the result of the study showed that objective self-awareness do not moderate the effect of ego depletion on prosocial behavior."
Depok: Fakultas Psikologi Universitas Indonesia, 2016
S62542
UI - Skripsi Membership  Universitas Indonesia Library
cover
Mochammad Kresna Noer
"ABSTRAK
Terdapat suatu model teori media entertainment yang menempatkanpengalaman kenikmatan ketika mengonsumsi media hiburan sebagai intinya,namun sayangnya model yang ada belum sepenuhnya mengakomodasi mediainteraktif terutama pada sisi motifnya. Padahal saat ini sedang gencar-gencarnyaperkembangan teknologi komunikasi dan informasi yang interaktivitasnyasemakin tinggi. Penelitian ini melihat bahwa ada motif lain untuk mengonsumsimedia interaktif khusunya video game demi mendapatkan enjoyment yangberdasarkan teori determinasi diri. Adapun variabelnya adalah competence,autonomy relatedness. Populasi penelitian ini adalah remaja tahap akhir yangmenempuh studi di beberapa universitas di Jakarta. Asumsinya adalah remajapada tahap akhir kemampuan kognitifnya sudah berkembang dengan baik,memiliki kontrol terhadap pengeluarannya namun melemahnya pengawasan orangtua karena menganggap sudah bertanggung jawab terhadap dirinya sendiri.Remaja pada tahap ini juga mengalami problematika hidup yang semakinkompleks. Hal tersebut yang menjadi pemicu seorang remaja menjadi heavygamers, dalam hal ini dibuktikan melalui motif escapism. Keraguan lain yangdijawab melalui penelitian ini adalah terdapat asumsi yang dikemukakan olehPoels et. al. bahwa terdapat kemungkinan pengalaman kenikmatan yang terjadiketika bermain video games berbanding terbalik setelah selesai memainkan videogames, yang hal tersebut juga terkait dengan entertainment effect. Asumsi tersebutdidasarkan pada rasa penyesalan yang muncul karena telah membuang waktudengan bermain video games, bukan melakukan kegiatan yang lebih bermanfaatseperti bekerja atau belajar. Pada akhirnya berdasarkan literatur dari lintas disiplinlain peneliti mengajukan saran untuk melengkapi persyaratan dari sisi media danpenggunanya.Kata Kunci: motif media interaktif, media hiburan, permainan game digital

ABSTRACT
There iscertain media entertainment theory model placing pleasure experience whenconsuming entertainment media as its core. But unfortunately the existing modelstill unable to completely accommodate interactive media especially on itsmotives side. Even though nowadays communication and information technologywith its escalating interactivity are getting even more popular. This researchobserve that there are other motives to consume interactive media especially videogame for the sake of enjoyment according to self determination theory. Itsvariable are competence, autonomy relatedness. Research of this populationwere final stage adolescent studying in various universities in Jakarta. Theassumption were, adolescent in their final stage had their cognitive abilities welldeveloped, having control for their expenditures, but accompanied with theparents control weakening as they were considered able for self responsibility.Adolescent in this stage also face more complicated life problems. Those becometrigger for adolescent to become heavy gamers which in this matter evidencedthrough escapism motives. Other question answered through this research werethe existence of assumption explained by Poels et. al. that there is possibility ofpleasure experience occur when playing video games are inversely proportionalafter playing video games, which also related with entertainment effect. Suchassumption made based on guilty feeling emerged for wasting time by playingvideo games, instead of conducting more useful activities such as working orstudying. Finally, based on literature from across discipline researcherrecommended to complete other requirements from media side and its user.Keywords interactive media motives, media entertainment, video gamesviii"
2016
D-Pdf
UI - Disertasi Membership  Universitas Indonesia Library
cover
Mochammad Kresna Noer
"ABSTRAK
Entertainment merupakan salah satu fungsi media dalam masyarakat Mc Quail,2010: 99 . Terdapat suatu model teori media entertainment yang menempatkanpengalaman kenikmatan ketika mengonsumsi media hiburan sebagai intinya,namun sayangnya model yang ada belum sepenuhnya mengakomodasi mediainteraktif terutama pada sisi motifnya. Padahal saat ini sedang gencar-gencarnyaperkembangan teknologi komunikasi dan informasi yang interaktivitasnyasemakin tinggi. Penelitian ini melihat bahwa ada motif lain untuk mengonsumsimedia interaktif khusunya video game demi mendapatkan enjoyment yangberdasarkan teori determinasi diri. Adapun variabelnya adalah competence,autonomy relatedness. Populasi penelitian ini adalah remaja tahap akhir yangmenempuh studi di beberapa universitas di Jakarta. Asumsinya adalah remajapada tahap akhir kemampuan kognitifnya sudah berkembang dengan baik,memiliki kontrol terhadap pengeluarannya namun melemahnya pengawasan orangtua karena menganggap sudah bertanggung jawab terhadap dirinya sendiri.Remaja pada tahap ini juga mengalami problematika hidup yang semakinkompleks. Hal tersebut yang menjadi pemicu seorang remaja menjadi heavygamers, dalam hal ini dibuktikan melalui motif escapism. Keraguan lain yangdijawab melalui penelitian ini adalah terdapat asumsi yang dikemukakan olehPoels et. al. bahwa terdapat kemungkinan pengalaman kenikmatan yang terjadiketika bermain video games berbanding terbalik setelah selesai memainkan videogames, yang hal tersebut juga terkait dengan entertainment effect. Asumsi tersebutdidasarkan pada rasa penyesalan yang muncul karena telah membuang waktudengan bermain video games, bukan melakukan kegiatan yang lebih bermanfaatseperti bekerja atau belajar. Pada akhirnya berdasarkan literatur dari lintas disiplinlain peneliti mengajukan saran untuk melengkapi persyaratan dari sisi media danpenggunanya.Kata Kunci: motif media interaktif, media hiburan, permainan game digital

ABSTRACT
Entertainment is one of media function in society McQuail, 2010 99 . There iscertain media entertainment theory model placing pleasure experience whenconsuming entertainment media as its core. But unfortunately the existing modelstill unable to completely accommodate interactive media especially on itsmotives side. Even though nowadays communication and information technologywith its escalating interactivity are getting even more popular. This researchobserve that there are other motives to consume interactive media especially videogame for the sake of enjoyment according to self determination theory. Itsvariable are competence, autonomy relatedness. Research of this populationwere final stage adolescent studying in various universities in Jakarta. Theassumption were, adolescent in their final stage had their cognitive abilities welldeveloped, having control for their expenditures, but accompanied with theparents control weakening as they were considered able for self responsibility.Adolescent in this stage also face more complicated life problems. Those becometrigger for adolescent to become heavy gamers which in this matter evidencedthrough escapism motives. Other question answered through this research werethe existence of assumption explained by Poels et. al. that there is possibility ofpleasure experience occur when playing video games are inversely proportionalafter playing video games, which also related with entertainment effect. Suchassumption made based on guilty feeling emerged for wasting time by playingvideo games, instead of conducting more useful activities such as working orstudying. Finally, based on literature from across discipline researcherrecommended to complete other requirements from media side and its user.Keywords interactive media motives, media entertainment, video games"
2016
D2259
UI - Disertasi Membership  Universitas Indonesia Library
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