ABSTRAK Adolescence is a period of transition between children to adulthood, at this time adolescence is also known as a difficult period. The current era of technology has received a lot of attention from the public at large, one of which is the problem of online games. This research is motivated by the existence of very rapid technological developments that cause students to change social behavior. The basic purpose of this study is to explain the positive and negative impacts of online games on the social behavior of students of SMP Negeri 1 Puncak Sorik Marapi. The research method used is a qualitative method. The approach used is the Phenomenological Approach. This study will focus on online games that have an impact on students' social behavior. The results of this study are as follows: The positive impact includes adding relationships, teamwork, reducing stress, eliminating boredom and releasing emotions through virtual world games. While the negative impact is wasteful finances, lack of confidence, lack of ability to follow lessons at school, lazy to study, poor time management, lazy to socialize, often live five prayers, late to eat and decreased academic achievement. Keywords: Online Game, social behavior, students
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