Please use this identifier to cite or link to this item:
https://repositori.uma.ac.id/handle/123456789/1793
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DC Field | Value | Language |
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dc.contributor.author | Utama, Taufiq Tri Putra | - |
dc.date.accessioned | 2017-09-18T08:23:11Z | - |
dc.date.available | 2017-09-18T08:23:11Z | - |
dc.date.issued | 2016 | - |
dc.identifier.uri | https://repositori.uma.ac.id/123456789/1793 | - |
dc.description | Game Online merupakan wujud perkembaggan teknologi pada era gobalisasi saat ini. Mudahnya mengakses Game Online menjadi faktor utama penyebaran Game Online. Dota 2 merupakan salah satu jenis Game Online bergenre MMORPG yang di mainkan oleh 2 tim dan masing- masing tim terdiri dari 5 orang. Dengan perkembangan Game Online yang begitu masiv, tentu membawa dampak terhadap kehidupan. Terutama kepada pecandu Game Online. Dampak yang di alami pecandu Game Online di bagi dua yaitu dampak pisikis dan dampak psikologis. Responden dalam penelitian ini adalah Budhi, Yogi dan Ary. Mereka adalah pecandu Game Online di Cabbana Net yang memainkan Dota 2 minimal 5 jam dalam sehari. Tujuan dari penelitian ini adalah untuk mengetahui apa saja dampak psikologis yang ditimbulkan Game Online Dota 2 terhadap pecandu Game. Metode penelitian yang digunakan adalah pendekatan kualitatif, yaitu menjelaskan fenomena dengan mengumpulkan data- data kemudian dianalisa untuk memperoleh suatu kesimpulan. Penelitian dilakukan dengan cara observasi dan wawancara mendalam yang melibatkan pecandu Game dan operator warnet sebagai narasumber penelitian. Dari hasil penelitian, dapat dikatakan bahwa dampak psikologis yang dialami pecandu game kebanyakan berupa dampak psikologis secara negatif. Seperti tidak dapat membedakan kehidupan nyata dan kehidupan game, meningalkan kewajiban dan berprilaku kasar. Tidak hanya dampak psikologis secara negatif saja yang terjadi, membantu berosialisasi merupakan salah satu dampak positif dari bermain Game Online. Kesimpulanya kebanyakan dampak psikologis yang terjadi terhadap pecandu game adalah dampak negatif. Ketiga informan juga tidaka membatasi interaksi sosial dengan orang lain, dan mengatur jadwal mereka untuk bermain dan untuk berinteraksi dengan orang lain. | en_US |
dc.description.abstract | Online gaming is a form of technological development in this era globalization. Easy to access online gaming become a major factor for distributing game online. Dota 2 is one of the online gaming genre MMORPG which is played by two teams and each team consist of five people. With the development of online games that are so certainty had an impact on life. Especially to the online gaming addicts. Impact experienced by addicts of online games divided into two physical impact and psychology impact. Respondents in this research is Budhi, Yogi, Ary. Their online gaming addicts in Cabbana Net, dota 2 played at least five hours a day. The purpose of this research is to find out what the psychological impact of online games dota 2 on addicts games. The research method used is qualitative approach which explains the phenomenon by gathering data was then analyzed to get conclusion. Research conducted by observation and in depth interviews involving gaming addicts and cafes internet operators as sources of research. The research it can be said that the psychological impact experienced gamers mostly a psychological impact negatively. Such as cannot distinguish between real life and the life of the game, leave liability rude fan behavior not only psychological negative that happens. help so creolizing is one of the positive effects of playing game online. Conclusions mostly psychological impact that occurred against the negative impact of gaming addicts. The third informant else does not limit social interaction with others and arrange their schedule to play to interact with others. | en_US |
dc.language.iso | other | en_US |
dc.publisher | Universitas Medan Area | en_US |
dc.subject | Game Online | en_US |
dc.subject | Dampak Psikologis | en_US |
dc.title | Dampak Psikologis Game Online Dota 2 Terhadap Pecandu Game | en_US |
dc.type | Other | en_US |
Appears in Collections: | SP - Communication Science |
Files in This Item:
File | Description | Size | Format | |
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128530002_file 1.pdf | Cover | 132.42 kB | Adobe PDF | View/Open |
128530002_file 2.pdf | Abstract | 102.16 kB | Adobe PDF | View/Open |
128530002_file 3.pdf | Introduction | 106.59 kB | Adobe PDF | View/Open |
128530002_file 4.pdf | Chapter I | 107.76 kB | Adobe PDF | View/Open |
128530002_file 5.pdf | Chapter II | 202.88 kB | Adobe PDF | View/Open |
128530002_file 6.pdf | Chapter III | 104.95 kB | Adobe PDF | View/Open |
128530002_file 8.pdf | Reference | 549.32 kB | Adobe PDF | View/Open |
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