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article causes and effects of online komunitas international journal of indonesian society and culture 9 2 2017 191 202 video game playing among doi 10 15294 komunitas v9i2 9565 2017 ...

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                      Article
                      Causes and Effects of Online                                                     Komunitas: International Journal of 
                                                                                                          Indonesian Society and Culture
                                                                                                                   9(2) (2017): 191-202
                      Video Game Playing among                                                         DOI:10.15294/komunitas.v9i2.9565 
                                                                                               © 2017 Semarang State University, Indonesia
                                                                                                    p-ISSN 2086 - 5465 | e-ISSN 2460-7320
                      Junior-Senior High School                                           http://journal.unnes.ac.id/nju/index.php/komunitas
                      Students in Malang East Java                                                       UNNES       JOURNALS
                      I Dewa Putu Eskasasnanda1
                      1
                        Social Studies Department, Universitas Negeri Malang, Indonesia
                      Received: July 2016; Accepted: August 2016; Published: September 2017
                      Abstract
                      Science and technology development causes a lot of changes in any fields including the form of popular 
                      games among the Junior and Senior High School students in Indonesia. The traditional games that are 
                      famous formerly have been replaced by the modern games like online video game. This article discusses 
                      the cause and effect of the online video game playing on the Junior and Senior High Schools students in 
                      Malang. This study reveal that students play video games online due to peers pressure; and  online video 
                      games are  liked because they are considered more modern, practical, realistic and varied. Initially,  students 
                      play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming 
                      addicted, and reach a condition that they find it  difficult to stop playing games. This condition will directly 
                      affect their achievement in school.
                      Keywords
                      online video games; cause; effect
                      INTRODUCTION                                            imitate mother cleaning the house, she also 
                      Playing is very important especially for  learns the role of becoming a housewife.  Boy 
                      young people because it can prepare their   who roams in the river looking for fish, he 
                      future.  According to the Anthropological  actually also learn to recognize  beneficial or 
                      study done by Gosso, play is way for human  harmful flora and fauna in the nature.  Play-
                      to learn their world and culture. Through  ing game in a group also make children awa-
                                                                              re about their physical strenghth, capability, 
                      playing, children do not learn only futu-               superiority,  seniority,  cooperation  benefit, 
                      re adult skill but also gender identification           leadership skills and sympathy-empathy.
                      courage, trust among friend and cooperati-                     Playing game also important in 
                      on (Gosso 2005). Groos and Piaget say that  children  physical  fitness  and  creativi-
                      humans use play to prepare their adult life  ty. Traditional game that based on physical 
                      (Groos 1908; Piaget & Inhelder 1969). Hall  activity is important to develop children 
                      also say that play is used by humans to iden-
                      tify their world. Through play human inte-               Corresponding author
                      racts with their physical and social world                 Perumahan Joyogrand Blok LL-8 Merjosari Lowok-
                      to establish their mentality (Hall 1916). For              waru Kota Malang, Indonesia
                                                                               Email
                      example, when girls playing with a broom to                dewa.putu.eskasasnanda.fis@um.ac.id
                               Komunitas: International Journal of Indonesian Society and Culture 9 (2) (2017):  191-202    192
                      muscle. Since traditional games usually uti-           images on a video display or television sc-
                      lizing handmade equipment, it can develop  reen”. Online video games are popular among 
                      children brain creativity. A wooden stick  students and they are used them  as a means 
                      used to play hit the ball, banana stems and  for them to be accepted by their peers. Peer 
                      tires made into swimming buoys are some  pressures according to Erikson  have great 
                      example of children’s creativity.                      impact on the life  of  an adolescence. Erik-
                             Online video games are now popular  son said that in adolescence phase, person is 
                      among children especially to junior-senior  required to seek self-identity and indepen-
                      high school students in many town in Indo-             dence (Erikson 1968). When they try to get 
                      nesia.  In Malang East Java, in the afternoon,         free from all adult influence and protection, 
                      after students getting back from school,  they become closer and more dependent on 
                      up to late night  a lot of junior-senior high  peer acceptance. Peer acceptance brings out 
                      school students playing online video games  pressure that in turn can make the adole-
                      in internet cafes (warnet). On Sundays or ot-          cences vulnerable to youth behavioral prob-
                      her holidays, internet cafes are also usually  lems (Allen et al. 2006; Van Rooij et al. 2011; 
                      full of students who play online video game  Porter et al. 2010).
                      and this situation sometime makes adult                      Another  reason that makes  onli-
                      customers difficult to rent a computer. The  ne video games becoming popular among 
                      popularity of online video games makes   students is because these games are sophi-
                      students prefer to spend their time playing  castedly designed to amaze and evoke the 
                      online video game than doing  outdoor ac-              players’ curiousity. To amaze the players, vi-
                      tivities. This makes city parks and football  deo games usually presents attractive game 
                      fields becoming quite, vacant and deserted.            plays, realistic images and sounds. Virtual 
                             Closely related  with this phenome-             worlds in video games are created by inspi-
                      non, a  study on the cause and effect of onli-         ration of real life location. This is inten-
                      ne video game consumption among student  ded to provide sensation as if the player is 
                      is urgent  to carry out . This is due to the an-       visiting a real site location so they are not 
                      xiety  of many parties concerning the online           easy to get bored  and the games also make 
                      video games impacts in decreasing student  players becoming familiar and easy to me-
                      creativities, fitness and other forms of social        morize the location.
                      skilsl. In online video games, all equipments,               Bogost  and  Poremba  also  find  that 
                      rules and playforms are created by their cre-          many video games are also popular because 
                      ators. This make students feels don not need           their storyline are based on actual events or 
                      to be creative in playing the games. Online  movie storylines. Some games even exploit 
                      video games also cause their  players was-             documentary styles to add the authenticity.  
                      ting or using up a lot of their time sitting in        “The Matrix” movie,  allied forces landing 
                      front of the computer screens. This acitivity          in Normady, and the assassination of John 
                      could in turn make students loosing their  Frank Kenedy (JFK) are used by video game 
                      physical fitness and social skill because they         creators to make the player enable to imagi-
                      will never notice their physical and social  ne becoming the main character of the film 
                      surroundings. The condition will eventually  or feel that they have a central role in an im-
                      bring various fatal effects for their physical         portant world event. Movie storylines and 
                      and mental developments (Van Rooij et al.  real events are also proposed to familiarize 
                      2011; Mehroof & Griffiths 2010; Przybylski et          players with  the goal of the mission (Bogost 
                      al. 2010).                                             & Poremba 2008).
                                                                                   On his the study about racing video 
                      ONLINE VIDEO GAME                                      games, Berger says that the actual based 
                                                                             race track is getting more fans than imagi-
                      Video game according to Bogdanowicz et  nary one. Even,  imaginary race track are de-
                      als. (2010) , is  defined as “ an electronic or        sign to create fair race and spectacular, ac-
                      computerized game played by manipulating  tually authentic based race track gives more 
                                                                                                      UNNES       JOURNALS
                    193   I Dewa Putu Eskasasnanda, Cause and Effect of Online Video Game Playing among Junior-Senior...
                    fun for the players. Berger said that this is  ce of virtual equipment so high that players 
                    due to the sensation of be a real race driver  will be motivated to play more or exchange 
                    and win the world championship.  Playing  their real life money into virtual coin to buy 
                    in the imaginary track in contrast,  makes  equipment. Cain  also states  that the deci-
                    the players get bored and leave the game im-     sion of the players to buy coins is not solely 
                    mediately because the players  felt it useless   inteded for facilitating the game. They do 
                    (Berger 2008).                                   not hesitate to buy expensive virtual equip-
                          Video games are also enjoyed becau-        ment because they can sell it back to other 
                    se it is designed to entertain and amuse the  players (Cain 2008).
                    players. Creators make video game storyli-             Transaction of virtual equipment in 
                    ne simple and  easy to understand. This will     online game create a chance for making mo-
                    make the players not easy to get frustated.  ney in online game. Through this,  it is not 
                    Players use video games to get fun and and  surprising that many players are willing to 
                    escaping them from life pressures, As such,  spend a lot of  time to look for money. Stu-
                    they will leave the game if  they find it  too   dents are even willing to be absent in class 
                    complicated.                                     or eventually drop out from school because 
                          To maintain the reasonability of vi-       they prefer playing online games. Coin and 
                    deo game playing, creator also must balance      virtual transactions in online video game 
                    the challenges in the game. The game must  make students think that it is better to play 
                    not too hard or too easy to win. Players do  game and get coins that can be sold rather 
                    not like easy game because they feel useless  than study in school but never  making any 
                    to play. However,  if the game is too hard,  money (Olson 2010; Kowert & Oldmeadow 
                    player will get frustrated and they will lea-    2013)we must understand what motivates 
                    ve the game. There are also some Strategies  children to play electronic games and what 
                    used  to maintain players’ enthusiasm. One  needs the games meet. Drawing on a sur-
                    of which is by giving game assistance. Assis-    vey of 1,254 middle school children, focus 
                    tance such as coin bonus or prize to buy new     groups with boys and their parents, and fin-
                    weapons or vehicles is used by the creator  dings from other quantitative and qualitati-
                    to help player completing the game missi-        ve research, the author describes a variety of 
                    on when they encounter difficulties. To keep  motivations for video game play (including 
                    the video game looks real, any assistance  games with violent content.
                    in game must be built in disguised so the              It is not only visualization, game play 
                    players are unaware of it. By this sterategy,  or economic system that makes online ga-
                    Klimnt et als. (2008)  said completing one  mes interesting.  Marshall says online vi-
                    mission in video games can make someone  deo games also enable players to play with 
                    feel worth and  proud.  so they feel  reaso-     virtual bodies (character) that commonly 
                    nable to continue  playing  the game.            referred to  “avatars” . In the online video 
                          For most  students, another pulling   game, players are free to choose an ava-
                    factor of  online video games is the economic    tar depending on taste and  experience they 
                    system that operates in it. Cain shows that  want to get, and image they want to show 
                    many players are interested to play online vi-   (Marshall 2008). In online video game an 
                    deo games because of  the economic system  overweight, short, and black player can 
                    being operated. In online video games there      choose a tall, white and athletic avatar. Men 
                    is a virtual currency circulation that is cal-   players also possible to choose a women 
                    led “coin”. Coin is a reward for players when    avatar, depending on experience he wants 
                    they  are able completing a mission. On line     to get during the game. Avatars in video 
                    video games coins can be accumulated to  games online provide the opportunity for 
                    buy virtual equipment to help finishing the  players to get ideal things that can not be 
                    game (Cain 2008). Although every missions  obtained in the real world.
                    gives coin bonus, the reward is usually too            Stone  says that online video games 
                    small. Game creators always make the pri-        make players eliminate their physical identi-
                      UNNES     JOURNALS
                               Komunitas: International Journal of Indonesian Society and Culture 9 (2) (2017):  191-202    194
                      ty (Stone 1991). In the game, players become           player can experience. If avatar die, players 
                      a new individual with new behavior. Stone  can turn it back to life unconditionally to 
                      and Turkle calls this phenomenon multiple  continue playing. off course this experience 
                      selves (Turkle 2011; Stone 1991). A person’s  will become a danger if it is applied in  real 
                      identity in the real world is formed by his or         life (Herbst 2008). 
                      her interaction with other people and ma-                    One kind of video game that  can 
                      terial objects they  consume,  but in virtual  bring a seious dangerous for students is vi-
                      world,  the identity is highly fluid, allowing         olence games. In violence games such as war 
                      player to rewrite their identity beyond tra-           games, players are required to kill all ene-
                      ditional boundaries. With avatar, a man can  mies. Death, explosions, screams and gun 
                      be a woman’s, a poor can wear expensive  shoot constantly and repetedly happen. War 
                      clothes and a pacifist can kill other because          games are more bloody and sadistic than any 
                      of the video game mission (King et al. 2011;  kind of action film. In  war game,  players 
                      Gentile 2011; Hellman et al. 2012).                    do not have  time to think. He must kill all 
                                                                             enemy without thinking of grief. There are 
                      The Effect of Online Video Games                       no smell of blood, smoke and gun powder. 
                      Kücklich says that there are two kinds of  There are no time of silence to think about 
                      video game in the world. The first is “casu-           the tragedy of the murders. In war game, 
                      al game” or video game that is only played  players are built like a machines, and res-
                      for killing time and the second is “serious  ponding quickly all the action of the game. 
                      game”, a video game which makes players  War game is designed not to create a feeling 
                      always curious and force to spend a lot of  of love, compassion or sentimental feelling 
                      time to play it (Kücklich 2005).  From these  in the players. 
                      two types, the “serious games” is conside-                   Klimnt et al. (2008) said that violen-
                      red  more dangerous,  because it can make  ce game are enjoyable especially for human 
                      players become a slave of the game which  male because the culture is idealized hyper-
                      is  commonly  called  “playbour”. In a line  masculine gender ideal. Violence is percei-
                      with Kuklich, Hjorth uses term of “hardco-             ved as manly. Hyper-male ideology believes 
                      re game” to refer to the serious game. This  in socioevolutionary theory says that only 
                      game is called “hardcore” for its potential  the strong will survive. Destruction on vir-
                      to make players spending a lot of time and  tual world can be beneficial if it is used pro-
                      energy to finish the game (Hjorth 2011).               perly like a channel to safely release anger 
                               In online video games, people play  and aggression. There will be  no one har-
                      in virtual world using avatar (virtual body).  med because blood, fire and debris in onli-
                      Even though the virtual world are a fun but  ne video games are only pixelwork, and all 
                      all human beings  must always go back to  experiences are simulated and virtual. The 
                      the real world. No matter how great a player           negative thing will occur  if a player apply vi-
                      might  play in the virtual world, his physical         olent experience in virtual world to the rea-
                      body will feel hungry, thirsty and fatigue.  lity. In this case Klimnt suggests that heavy 
                      So,  he should always come back to real life  users of violent video games should posses 
                      to get a meal, drink and maintain his  physi-          a higher cognitive ‘preparedness’ for over ri-
                      cal fitness.                                           ding moral concerns as well as  for avoiding  
                             Human behaviors are  shaped by their  violent behaviours in real life. 
                      experience. The danger of online video ga-                   The other positive side of online video 
                      mes will appears if  the experience gained  game is proposed by Dyson. In busy life of 
                      in virtual world  affects the real life. Herbs         urban communities,  people are isolated 
                      says that many experiences gained during  from each other. On line video games pro-
                      online video playing can not be applied for  vide space for children to interact with ot-
                      real life. For example, death in real life is a  hers. In dense urban population that prone 
                      final event of a person. Contrary,  in video  to criminality, playing online video games 
                      games there are no limit how many death  indoor at home or internet cafe is relati-
                                                                                                      UNNES       JOURNALS
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...Article causes and effects of online komunitas international journal indonesian society culture video game playing among doi vi semarang state university indonesia p issn e junior senior high school http unnes ac id nju index php students in malang east java journals i dewa putu eskasasnanda social studies department universitas negeri received july accepted august published september abstract science technology development a lot changes any fields including the form popular games traditional that are famous formerly have been replaced by modern like this discusses cause effect on schools study reveal play due to peers pressure liked because they considered more practical realistic varied initially relieve fatigue studying at but subsequently becoming addicted reach condition find it difficult stop will directly affect their achievement keywords introduction imitate mother cleaning house she also is very important especially for learns role housewife boy young people can prepare who ro...

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