DAMPAK POSITIF DAN NEGATIF PERMAINAN GAME ONLINE DIKALANGAN PELAJAR
Abstract
Online games users who have high self-control is able to regulate the use of
online games that are not immersed in online games, are able to use online games as
needed, able to integrate online activities with other activities in their lives. Instead,
users of online games with low self-control is not able to direct and regulate his
online behavior. They are not able to interpret stimuli encountered, and not able to
choose the appropriate action. Based on the problems described above, the authors
are interested in conducting research with the title: "Positive and Negative Impact of
Online Gaming Amongst Students".
Based on the background described above, the formulation of the problem in
this study are as follows: 1) The characteristics of students who play online games. 2)
What positive and negative effects of online game addiction among students. This
study uses data collection techniques as follows: 1) Observation 2) interviews. Data
analysis was done to answer the problem in this research is Descriptive Statistics.
Based on the research results, the conclusion to this study are positive and
negative effects of online game play among teens can be concluded that: 1) The
characters of players who frequently play online games from 30 respondents most
respondents are: a) students or young school school layout adjacent to the cafe, b)
student male sex with 28 people, c) most respondents are students aged 13-17 years
with a number of 22 people, and d) most respondents are students whose parents
work as civil servants / employees with a number of 12 people. 2) Positive Impact,
can eliminate the stress of school routine, the value of the most prominent subjects in
the school computer, quickly resolve issues about (problem solving) in the lesson,
and easy to get acquainted with new friends who have the same hobby. 3) Negative
Impact, absenteeism to be able to play online games in Internet cafes, low academic
achievement, use of improper spending money properly, rarely exercise in every
week, and wasteful if you have money.
Keywords: Positive Impact, Negative Impact, Game Online
online games that are not immersed in online games, are able to use online games as
needed, able to integrate online activities with other activities in their lives. Instead,
users of online games with low self-control is not able to direct and regulate his
online behavior. They are not able to interpret stimuli encountered, and not able to
choose the appropriate action. Based on the problems described above, the authors
are interested in conducting research with the title: "Positive and Negative Impact of
Online Gaming Amongst Students".
Based on the background described above, the formulation of the problem in
this study are as follows: 1) The characteristics of students who play online games. 2)
What positive and negative effects of online game addiction among students. This
study uses data collection techniques as follows: 1) Observation 2) interviews. Data
analysis was done to answer the problem in this research is Descriptive Statistics.
Based on the research results, the conclusion to this study are positive and
negative effects of online game play among teens can be concluded that: 1) The
characters of players who frequently play online games from 30 respondents most
respondents are: a) students or young school school layout adjacent to the cafe, b)
student male sex with 28 people, c) most respondents are students aged 13-17 years
with a number of 22 people, and d) most respondents are students whose parents
work as civil servants / employees with a number of 12 people. 2) Positive Impact,
can eliminate the stress of school routine, the value of the most prominent subjects in
the school computer, quickly resolve issues about (problem solving) in the lesson,
and easy to get acquainted with new friends who have the same hobby. 3) Negative
Impact, absenteeism to be able to play online games in Internet cafes, low academic
achievement, use of improper spending money properly, rarely exercise in every
week, and wasteful if you have money.
Keywords: Positive Impact, Negative Impact, Game Online
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