Aryo Triutama, Milda Yanuvianti
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引用次数: 1

摘要

摘要。目前,网络游戏已经成为体育运动的一个分支,被称为电子竞技。在电子竞技比赛中,dota2成为了奖金最高的游戏。2018年成为DotA 2印尼电竞最好的一年,但2019年印尼电竞DotA 2的发展有所下降。尽管存在一些问题,dota2游戏仍然在万隆市的几家网吧里很受欢迎。根据Collins, Freeman, & Chamarro-Premuzic(2012)的研究,人格特质与玩网络游戏的行为有关。随着知识的发展,人格特征可以通过大五人格特征的概念来衡量,根据Strus, Cieciuch, Rowiński(2014)在大五人格特征中有五个维度,即情绪稳定性与神经质,外向性,宜人性,严谨性和开放性/智力。在本研究中,使用的方法是描述性的,采用有目的的抽样技术,在万隆市的34名电子竞技玩家。本研究的目的是确定万定市电子竞技玩家的个性特征。研究人员使用Akhtar & Azwar,(2018)制造的IPIP BFM-25标准测量仪。研究结果表明,尽责性(82.4%)、宜人性(88.2%)和智力(91.2%)维度在高类别得分中占主导地位,情绪稳定性(64.7%)维度在低类别得分中占主导地位。Abstrak。Saat ini游戏在线sudah menjadi salah satu cabang olahraga yang dikenal dengan电子竞技。Dalam kompetisi电子竞技,dota2门加迪游戏杨帕利达利赛吉哈迪亚。Tahun 2018 menjadi Tahun terbaik di Esports DotA 2 di Indonesia namun perkembagan Esports DotA 2 di Indonesia mengalami penurunan padtahun 2019Meskipun memiliki permasalahan namun游戏dota2 masih menjadi流行di beberapa warnet di kota万隆。Menurut Collins, Freeman, & Chamarro-Premuzic(2012)的研究表明,人格特质会影响在线游戏的发展。(2014) Dalam大五人格特征:情绪稳定性与神经质、外向性、宜人性、尽责性、开放性/智慧性之比较。Dalam penelitian ini, metoyang dipakai adalal.com的作者,dengan技术的抽样目的是对34名游戏玩家进行电子竞技。图juan dari penelitian ini untuk mengetahui简介pripridian玩家Esports di kota banding。中国科学院学报(自然科学版),2018。责任心(82.4%)、宜人性(88.2%)、智力(91.2%)、情绪稳定性(64.7%)、情绪稳定性(64.7%)。
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Profil Kepribadian Gamers Esports DotA 2 di Kota Bandung
Abstract. Currently online games have become one of the branches of sports known as Esports. In the competition of Esports, DotA 2 became game the most profitablein terms of prizes. 2018 became the best year in DotA 2 Esports Indonesia, but the development of Esports Dota 2 in Indonesia has decreased in 2019. Despite having problems, the DotA 2 game is still popular in several internet cafes in the city of Bandung. According to Collins, Freeman, & Chamarro-Premuzic (2012) personality traits related to the behavior of playing online games. As the development of knowledge, personality traits can be measured through the concept of Big Five Personality Traits, according to Strus, Cieciuch, & Rowiński (2014) In big five personality traits there are 5 dimensions, namely Emotional Stability vs. Neurotism, Extraversion, Agreeableness, Conscientiousness, and Openness / Intellect. In this study, the method used is descriptive with a purposive sampling technique of 34 Esports gamers in the city of Bandung. The purpose of this study was to determine the personality profile of Esports gamers in the city of Bandng. Researchers used the IPIP BFM-25 standard measuring instrument made by Akhtar & Azwar, (2018). The results of this study show the dimensions of Conscientiousness (82.4%), Agreeableness (88.2%), and Intellect (91.2%) became dominant in the score with a high category, and Emotional Stability (64.7%) become the dominant dimension in the low score category. Abstrak. Saat ini game online sudah menjadi salah satu cabang olahraga yang dikenal dengan Esports. Dalam kompetisi Esports, DotA 2 menjadi game yang paling profit dari segi hadiah. Tahun 2018 menjadi tahun terbaik di Esports DotA 2 Indonesia, namun perkembagan Esports Dota 2 di Indonesia mengalami penurunan pada tahun 2019. Meskipun memiliki permasalahan namun game DotA 2 masih menjadi populer di beberapa warnet di kota Bandung. Menurut Collins, Freeman, & Chamarro-Premuzic (2012) personality traits terkait dengan perilaku bermain game online. Seiring perkembangan ilmunya, personality traits dapat diukur melalui konsep Big Five Personality Traits, menurut Strus, Cieciuch, & Rowiński (2014) Dalam big five personality traits terdapat 5 dimensi, yaitu Emotional Stability vs Neurotism, Extraversion, Agreeableness, Conscientiousness, dan openness / Intellect. Dalam penelitian ini, metode yang dipakai adalah deskriptif dengan teknik sampling purposive terhadap 34 gamers Esports di kota Bandung. Tujuan dari penelitian ini untuk mengetahui profil kepribadian gamers Esports di kota Bandng. Peneliti menggunakan alat ukur baku IPIP BFM-25 yang dibuat oleh Akhtar & Azwar, (2018). Hasil dari penelitian ini menunjukan dimensi Conscientiousness (82,4%), Agreeableness (88,2%), dan Intellect (91,2%) menjadi dominan pada skor dengan kategori tinggi, dan Emotional Stability (64,7%) menjadi dimensi yang dominan pada kategori skor rendah.
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