PENGARUH VIDEO GAME TERHADAP PERILAKU AGRESIF REMAJA DI KOTAMADIA SEMARANG

Sunarto, Sunarto and Rahardjo, Turnomo and Pudjosantoso, Nadi (1998) PENGARUH VIDEO GAME TERHADAP PERILAKU AGRESIF REMAJA DI KOTAMADIA SEMARANG. Documentation. FAKULTAS ILMU SOSIAL DAN ILMU POLITIK.

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Abstract

Research aimed to measure the influence of video game to teenagers' aggressive Le behavior in Semarang. Tie increasing of teenagers' behavior :mince in our country recently was a many TeilS011 why this research was conducted. Besides, there was an expertise in communication who stated that violence on video game had influetteet children' aggressive beitavior. I was conducted by experiment method especially in one-group retest-posttest design. This method was used since it tried to maximize rematch' illitTlISI validity. The design nos chosen because the limitation of academical and technical matters. of Mis research had high deg-ee of reliability (about 76 percent). The result allowed that Mere ivas nu differentiation on a rate of behavior egression on teenagers hareem before andittler given a Immanent It also showed that Tekken nr d Navel d ighter were Ile video games Mai many of thc subjects on this rem:arch liked it very much mid often played them Verbally, many (Millesub eels often abused inanely bufingamasamtekc,cmon,kakekanc. gohl.)k, and rzatotte le express their behavior. A tam verbally, marry octlie saltjects tallest heal the table of video game snarled. Licked a table of video game, played a joy stick roughly, and combined among of the expressions.

Item Type:Monograph (Documentation)
Subjects:H Social Sciences > HN Social history and conditions. Social problems. Social reform
Divisions:Faculty of Social and Political Sciences > Department of Communication
ID Code:21762
Deposited By:Mr UPT Perpus 5
Deposited On:03 Sep 2010 09:40
Last Modified:03 Sep 2010 09:40

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