@thesis{thesis, author={ Sidiq Setyawan and Prasiska Faralintang Desy}, title ={Perilaku Komunikasi Pemain Game Online (Studi Deskriptif Kualitatif Penarikan diri Anak Pada Mobile Legends : Bang Bang)}, year={2022}, url={http://eprints.ums.ac.id/102945/}, abstract={All aspects of people's lives have undergone changes due to the rapid progress of science and technology. Online games are video games that require an internet connection. Online games are games that can be played alone or with other people in a group and played through an internet connection. Online games such as Mobile Legends, which can make us forget social situations, withdrawals, and pour our feelings into the game due to the lack of interpersonal interaction, cannot be separated from the internet. This research combines descriptive method with qualitative research. This study aims to examine the release process used by elementary school-aged children (ages 7 to 12) who play online games. This study uses a sampling technique known as purposive sampling, where the researcher collects data from research subjects who have been selected according to the researcher's criteria. Researchers will use this technique to conduct in-depth interviews with each research subject, which will be followed by the next stage of data analysis. Data collection, data reduction, data presentation, and finally generating conclusions are the four stages of data analysis techniques that researchers use. Data triangulation can be used to validate data. The findings show that elementary school students engage in verbal and non-verbal behaviors such as engaging in aggressive behavior, including making physical contact with classmates, fighting, arguing with parents, and hurting themselves verbally or non-verbally, as well as indications of angry expressions, issuing words. dirty words, to throw things} }