Fenomena phone snubbing (phubbing) dalam interaksi sosial : studi mahasiswa gamers MLBB FISIP UIN Walisongo Semarang
Peranginangin, Salsabilla Putri (2024) Fenomena phone snubbing (phubbing) dalam interaksi sosial : studi mahasiswa gamers MLBB FISIP UIN Walisongo Semarang. Undergraduate (S1) thesis, Universitas Islam Negeri Walisongo Semarang.
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Abstract
Kehadiran ponsel telah mengubah cara mahasiswa berinteraksi, yang menghasilkan fenomena phubbing, dimana individu cenderung mengabaikan orang disekitarnya demi fokus pada perangkat ponsel mereka. penelitian ini berfokus pada fenomena phubbing pada interaksi sosial di kalangan gamers mahasiswa FISIP UIN Walisongo Semarang. Tujuan penelitian ini adalah untuk mengidentifikasi bentuk-bentuk phubbing yang dilakukan mahasiswa, faktor-faktor yang mendorong perilaku tersebut, serta dampak phubbing terhadap diri dan kualitas interaksi sosial di kalangan gamers mahasiswa.
Penelitian ini menggunakan metode kualitatif dengan pendekatan deskriptif untuk menggambarkan fenomena phubbing di kalangan mahasiswa khususnya di kalangan gamers MLBB. Data penelitian ini diperoleh melalui observasi, wawancara dengan subjek penelitian mahasiswa gamers FISIP UIN Walisongo Semarang informan serta dokumentasi. Analisis data mengikuti model Miles dan Huberman yang terdiri dari tiga tahapan reduksi data, penyajian data, dan penarikan kesimpulan yang terverifikasi.
Hasil penelitian menunjukkan fenomena phubbing ditemukan cukup umum di kalangan mahasiswa gamers. Dimana mahasiswa gamers MLBB membentuk identitas diri mereka melalui interaksi dalam dunia game, yang lebih dominan dibandingkan dengan di dunia nyata. Ini menyebabkan mereka lebih fokus pada simbol-simbol digital dan penggunaan ponsel yang terus menerus dianggap sebagai bagian dari identitas yang diterima dalam kelompok. Adapun bentuk-bentuk phubbing yang ditemukan adanya fokus pada layar ponsel, respons lambat, jawaban singkat, nada emosi dan menunda kegiatan lain. Faktor pendorong perilaku phubbing mahasiswa gamers meliputi mindset, orientasi diri dan waktu, relasi dan juga pemakluman masyarakat terhadap perilaku phubbing Dampak phubbing yang ditemukan tidak hanya merugikan sosial saja tetapi juga pada psikologi dan ekonomi.
ABSTRACT:
The Presence of cell phones has changed the way students interact, resulting in the phubbing phenomenon, where individuals tend to ignore the people around them in order to focus on their cell phone devices. This research focuses on the phenomenon of phubbing in social interactions among gamers, students of FISIP UIN Walisongo Semarang. The aim of This research is to identify forms of phubbing carried out by students, the factors that encourage this behavior , as wall as the impact of phubbing on self and the quality of social interactions among students gamers.
This studi uses a qualitative method with a descriptive approach to describe the phenomenon of phubbing among students, especially among MLBB gamers. The data for this study were obtained trough observation, interviews with research subjects, FISIP UIN Walisongo Semarang informant gamer students, and documentation. Data analysis follows the Miles and Huberman model which consists of three stages of data reduction, data presentation, and drawing verified conclusions.
The Research results show that the phubbing phenomenon is found to be quite common among student gamers. Where mlbb student gamers form their identity through interactions in the game world, which is more dominant than in the real world. This causes them to focus more on digital symbols and the continued use of mobile phone which is considered part of the accepted identity within the group. As for forms of phubbing found include focusing on the cellphone screen, slow responses, short answers, emotional tone ande delaying other activities. Factors driving the phubbing behavior of gamer students include minset, self orientation and time, relationships and also society’s understanding of phubbing behavior. The impact of phubbing that was found was not only socially dentrimental but also on the psychology and economy.
| Item Type: | Thesis (Undergraduate (S1)) |
|---|---|
| Uncontrolled Keywords: | Phone snubbing (phubbing); Interaksi sosial; Gamers; Mahasiswa; Komunikasi |
| Subjects: | 300 Social sciences > 302 Social interaction > 302.2 Komunikasi |
| Divisions: | Fakultas Ilmu Sosial dan Politik > 69201 - Sosiologi |
| Depositing User: | Miswan Miswan |
| Date Deposited: | 11 Jun 2026 01:46 |
| Last Modified: | 11 Jun 2026 01:46 |
| URI: | https://eprints.walisongo.ac.id/id/eprint/29964 |
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