The Relationship Between PUBG Online Game Use and Academic Achievement Among Communication Science Students at Semarang University

The Relationship Between PUBG Online Game Use and Academic Achievement Among Communication Science Students at Semarang University

Authors

  • Yuli Andriyanto Universitas Semarang
  • Firdaus Azwar Ersyad Universitas Semarang
  • Kharisma Ayu Universitas Semarang

DOI:

https://doi.org/10.64780/sshr.v2i2.256

Keywords:

PUBG; academic achievement; students

Abstract

Background:The increasing use of online games among students has the potential to impact learning activities and academic achievement. PUBG is one of the online games widely played by students, characterized by competitive gameplay with long playtimes.

Aims:This study aims to analyze the influence of the use of the PUBG online game on the academic achievement of Communication Science students at Semarang University.

Methods:This study employed a quantitative approach with a survey design. The study population consisted of 110 Communication Science students from the 2017 intake, with a sample of 87 students determined using cluster random sampling. Data were collected using a Likert-scale questionnaire and analyzed using descriptive statistics, normality tests, simple linear regression, and t-tests with a significance level of 0.05.

Result: The results of the analysis show that the use of PUBG online games has a negative and significant relationship with students' academic achievement, with a regression coefficient of B = −0.279, t = −3.035, and p = 0.003. The values ​​of R = 0.313, R² = 0.098, and Adjusted R² = 0.087 indicate that the use of PUBG online games explains approximately 9.8% of the variation in academic achievement, while the rest is explained by other factors outside the research model.

Conclusion:Higher engagement in the online game PUBG is associated with a tendency for lower academic achievement, although its contribution to the variance in academic achievement is relatively small. Therefore, managing the intensity and time of play is important to maintain a balance between digital entertainment activities and students' academic demands.

References

Alfirahmi, A. (2019). The Contemporary Coffee Phenomenon in the 4.0 Era from the Perspective of Marketing 4.0 and the Theory of Uses and Effects. LUGAS Journal of Communication, 3(1), 24–32. https://doi.org/10.31334/ljk.v3i1.410 DOI: https://doi.org/10.31334/ljk.v3i1.410

Arigia, MB, Damayanti, T., & Sani, A. (2016). Infographics as a Medium to Increase Public Understanding and Involvement of Bank Indonesia. Journal of Communication, 8(2), 120–133. https://doi.org/10.24912/jk.v8i2.63

Hamu, F.J., Wea, D., & Setiyaningtiyas, N. (2023). Factors Affecting Student Academic Performance: A Structural Equation Model Analysis. Journal of Paedagogy, 10(1), 175. https://doi.org/10.33394/jp.v10i1.6473 DOI: https://doi.org/10.33394/jp.v10i1.6473

Hanafi, CN, & Widjaja, Y. (2021). Time management skills of professional students at the Faculty of Medicine, Tarumanagara University. Tarumanagara Medical Journal, 3(1), 18–28. https://doi.org/10.24912/tmj.v3i2.11740 DOI: https://doi.org/10.24912/tmj.v3i2.11740

Hardani, AO (2024). Time Management of Part-Time Students: (A Phenomenological Study). Educational Catalyst: Journal of Educational Sciences and Mathematics, 1(3), 204–210. https://doi.org/10.62383/katalis.v1i3.595 DOI: https://doi.org/10.62383/katalis.v1i3.595

Husna, AN, & Rianto, P. (2021). Reading Comments on Social Media as Entertainment. Cantrik Communication Student Journal, 1(1), 29–40. https://doi.org/10.20885/cantrik.vol1.iss1.art3 DOI: https://doi.org/10.20885/cantrik.vol1.iss1.art3

Komalasari, B., & Naumi, AT (2018). Analysis of Internet Use as a Reference for Stain Curup Students (Study of the Benefits and Impacts of Mass Media). Journal of Da'wah and Communication, 3(1), 59–78. https://doi.org/10.29240/jdk.v3i1.504 DOI: https://doi.org/10.29240/jdk.v3i1.504

Larasati, ED, Kanzunnudin, M., & Pratiwi, IA (2023). The Impact of Online Game Playing Intensity on Children's Learning Motivation and Social Behavior. Indonesian Journal of Education and Social Sciences, 2(2), 112–123. https://doi.org/10.56916/ijess.v2i2.495 DOI: https://doi.org/10.56916/ijess.v2i2.495

Lerianza, B., Utami, D., Supriyati, S., & Farich, A. (2020). The Intensity of Playing Online Games and Learning Motivation with the Learning Achievement of Medical Faculty Students. Sandi Husada Health Science Journal, 9(1), 95–102. https://doi.org/10.35816/jiskh.v11i1.222 DOI: https://doi.org/10.35816/jiskh.v11i1.222

Mona, S., & Yunita, P. (2021). Factors Related to Student Learning Achievement. Menara Ilmu: Journal of Research and Scientific Studies, 15(2). https://doi.org/10.31869/mi.v15i2.2410

Nikita, SN (2026). Systematic Literature Review: Application of Uses and Gratifications Theory to Social Media Use. Jurnal Pekommas, 11(1), 19–31. https://doi.org/10.56873/jpkm.v11i1.6084 DOI: https://doi.org/10.56873/jpkm.v11i1.6084

Nurwahidah, CD, Zaharah, Z., & Sina, I. (2021). Learning Video Media in Improving Student Motivation and Achievement. Rausyan Fikr: Journal of Thought and Enlightenment, 17(1). https://doi.org/10.31000/rf.v17i1.4168 DOI: https://doi.org/10.31000/rf.v17i1.4168

Patricia, P., & Sahetapy, WL (2021). The Effect of Telepresence and Social Presence on Purchase Intention of Virtual Items in the PUBG Battle Royale Game. Agora, 9(2), 358474.

Safitri, R., Purnamasari, V., & Wakhyudin, H. (2020). The Impact of the Online Game PUBG on Students' Procrastination Behavior. International Journal of Natural Science and Engineering, 4(1), 30–38. https://doi.org/10.23887/ijnse.v4i1.29079 DOI: https://doi.org/10.23887/ijnse.v4i1.29079

Sandya, SN, & Ramadhani, A. (2021). The Effect of Online Game Playing Intensity on Students' Academic Procrastination. Psikoborneo: Scientific Journal of Psychology, 9(1), 202. https://doi.org/10.30872/psikoborneo.v9i1.5680 DOI: https://doi.org/10.30872/psikoborneo.v9i1.5680

Saputra, A. (2019). Survey of Social Media Usage Among Padang City Students Using Uses and Gratifications Theory. BACA: Journal of Documentation and Information, 40(2), 207–216. https://doi.org/10.14203/j.baca.v40i2.476 DOI: https://doi.org/10.14203/j.baca.v40i2.476

Seftiawan, R., Arisandi, MH, Pebrianti, K., Heru, J., & Dimas, MG (2023). Analysis of Simulation, Simulacra, and Hyperreality in the PUBG Video Game. Proceedings of the National Seminar on Design and Media, (0), 170–177.

Sidabutar, M. (2020). The influence of learning motivation on students' academic achievement. Epistema, 117–125. https://doi.org/10.21831/ep.v1i2.34996 DOI: https://doi.org/10.21831/ep.v1i2.34996

Sutrisno, AP, & Mayangsari, ID (2021). The Influence of Instagram Social Media Use @Humasbdg on Fulfilling Followers' Information Needs. Jurnal Common, 5(2), 118–133. https://doi.org/10.34010/common.v5i2.5143 DOI: https://doi.org/10.34010/common.v5i2.5143

Triyaningsih, H. (2020). The Effect of Mass Media Coverage on Public Perception of the Coronavirus (Case Study: Communities in Pamekasan). Meyarsa: Journal of Communication and Da'wah Science, 1(1), 1–13. https://doi.org/10.19105/meyarsa.v1i1.3222 DOI: https://doi.org/10.19105/meyarsa.v1i1.3222

Downloads

Published

2026-06-07

How to Cite

Andriyanto, Y., Azwar Ersyad, F., & Ayu, K. (2026). The Relationship Between PUBG Online Game Use and Academic Achievement Among Communication Science Students at Semarang University. Social Sciences and Humanities Reviews, 2(2), 92–101. https://doi.org/10.64780/sshr.v2i2.256
Loading...