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.
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