scholarly journals RECEPTION ANALYSIS OF PORNOGRAPHY IN VIDEO GAME PLAYER

2019 ◽  
Vol 4 (2) ◽  
pp. 137-152
Author(s):  
Jusuf Ariz Wahyuono ◽  
Ardian Indro Yuwono

This study aims to understand how teenagers know their meaning of pornographic content in the game Dragon Age and The Witcher and understand how this player reproduces the message received. This research used qualitative research methods with the ethnography method. The research subjects consisted of 2 gamers who have different backgrounds on the condition of owning or frequently playing games with pornographic content. The two subjects selected according to criteria, including those who have been playing video games for a long time, are over 18 years old and have free access to video games. The position of each informant in this study shows that they are in the position of negotiated readers. Although both informants actively received pornographic messages in the game, both informants negotiated the meaning of what was received. Each informant negotiates to mean based on their respective fields of reference. 

2021 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Noor Halida Yanti

AbstrakPenelitian ini bertujuan untuk mengetahui pola asuh orang tua dalam membentuk karakter mandiri anak dimasa belajar dari rumah (BDR) pada Anak Usia Dini, adapun yang menjadi subjek penelitian adalah orang tua yang anaknya bersekolah di PAUD Terpadu At-Tibyan Banjarmasin. Menggunakan metode penelitian kualitatif dengan jenis naturalistic inquiry (ingkuri alamiah). Teknik pengumpulan data penelitian adalah observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pola asuh Authoritarian atau demokratis yang paling baik digunakan dalam membentuk karakter mandiri anak dimasa BDR walaupun pada aplikasinya dilapangan orang tua masih ada yang menggunakan pola asuh Authoritative dan permisif sehingga dapat menghambat pembentukan karakter anak usia dini dimasa BDR.Kata Kunci: Pola Asuh, karakter mandiri, BDR AbstractThis study aims to determine parenting styles in forming the independent character of children in the learning period from home (BDR) in early childhood, while the research subjects are parents whose children attend PAUD Terpadu At-Tibyan Banjarmasin. Using qualitative research methods with the type of naturalistic inquiry (natural ingkuri). Research data collection techniques are observation, interviews, and documentation. The results showed that authoritarian or democratic parenting is best used in shaping children's independent character during BDR, although in its application in the field of parents, there are still those who use authoritative and permissive parenting styles so that it can inhibit the formation of early childhood character during BDR.Keywords: Parenting, independent character, BDR


2020 ◽  
Vol 11 (2) ◽  
pp. 15-20
Author(s):  
Klaudia Korpak ◽  
Aneta Bac ◽  
Anna Ścisłowska-Czarnecka

Aim of the study: The purpose of this study was to assess the occurrence of spinal pain syndromes among video game players. Material and methods: 550 persons took part in the survey, including 494 (89.8%) men and 56 (10.2%) women playing video games. The study was conducted using an online questionnaire created using Google Forms. The questionnaire contained 27 questions, including questions about time spent in sitting position, occurrence of spinal pain, ways of dealing with pain and knowledge of the principles of spinal pain prophylaxis. Results: 70% of respondents play on the computer seven days a week, about 3–4 hours a day. Half of the surveyed players devoted one to two hours a day to physical exercise, one third of the study subjects less than an hour, while every third video game player performed physical activity 3–4 times a week. When pain comes, almost 70% of respondents wait for it to subside, every fourth person treats themselves and the rest seeks help of a doctor or physiotherapist. Conclusions: There was no correlation between the number of years spent on playing video games and the occurrence of spinal pain as well as between the daily number of hours spent on playing video games and the occurrence of spinal pain.


2021 ◽  
Vol 6 (2) ◽  
pp. 7-21
Author(s):  
Jacqueline Burgess ◽  
Christian Jones

This research, using online qualitative survey questions, explored how players of the PlayStation 4 console game, Horizon Zero Dawn, formed emotional attachments to characters while playing as, and assuming the persona of the female player-character, Aloy. It was found that the respondents (approximately 71% male) formed emotional attachments to the female player-character (PC) and non-player characters. Players found the characters to be realistic and well developed and they also found engaging with the storyworld via the female PC a profound experience. This research advances knowledge about video games in general and video game character attachment specifically, as well as the emerging but under-researched areas of Persona Studies and Game Studies.


2020 ◽  
Vol 1 (1) ◽  
pp. 17
Author(s):  
Amirudin Amirudin

Society is a collection of individuals who are always in motion or are always changing. Changes have different measures or sizes, some are experiencing a change that is relatively fast (evolutionary, there are also moderate and slow changes. Both planned and incidental changes. As with change or currently progressive and massive changes. as the impact of modernization is also felt by the people of Parapatan Village, Sumberjaya, Majalengka, especially Dandang craftsmen, where as the impact of modernization and industrialization, the community prefers practical things rather than using dandang, which has to go through a fairly long production process. This research uses a qualitative method. According to Lexy J. Moleong (2005: 6), qualitative research methods are research that aims to understand the phenomena experienced by research subjects, such as behavior, perceptions, motivation, actions, etc. in a holistic manner, and presented in a descriptive way in the form of narrative and language, in a context special nature and by making use of various natural methods. The results showed that Dandang Craftsmen in Parapatan Village, Sumberjaya District, Majalengka Regency already have consumers who always order their products or commonly called collectors and then market them again to customers who have been loyal subscribers, so that their existence and sustainability are not affected by modernization. that occurs in the community of Parapatan Village, Sumberjaya District, Majalengka Regency. Dandang craftsmen in Parapatan Village, Sumberjaya District, Majalengka Regency are advised to be more creative and innovative in facing modernization that occurs in society due to increasingly sophisticated and practical technological developments and to pay more attention to quality and maintain distinctive characteristics. or the value of “Dandang” Local Products also takes into account in terms of the heir or successor of Dandang Craftsmen for the sake of the existence and sustainability of Dandang Craftsmen in the future. Abstrak Masyarakat merupakan kumpulan individu yang selalu bergerak atau selalu mengalami perubahan. Perubahan itu mempunyai takaran atau ukuran yang berbeda-beda, ada yang mengalami suatu perubahan yang relatif cepat (evolutif, ada juga perubahan yang sedang dan lambat. Baik perubanahn yang terencana maupun yan insidental. Sepertihalnya dengan perubahan atau saat ini yang progressif dan massive. Perubahan sebagai dampak modernisasi ini juga dirasakan oleh masyarakat Desa Parapatan, Sumberjaya, Majalengka, khususnya pengrajin dandang, dimana sebagai dampak modernisasi dan industrilalisai tersebut masyarakat lebih memilih hal yang praktis dibanding menggunakan dandang yang harus melewati proses produksi yang lumayan panjang. Penelitian ini menggunakan metode kualitaif. Menurut Lexy J. Moleong (2005:6), metode penelitian kualitatif merupakan riset yang bertujuan untuk memahami fenomena yang dialami oleh subjek penelitian. Misalnya perilaku, persepsi, motivasi, tindakan, dan lain-lain secara holistic, dan disajikan dengan cara deskriptif dalam bentuk narasi dan bahasa, pada suatu konteks khusus yang alamiah dan dengan memanfaatkan berbagai metode alamiah. Hasil penelitian menunjukkan Pengrajin Dandang yang ada di Desa Parapatan Kecamatan Sumberjaya Kabupaten Majalengka sudah memiliki konsumen yang selalu memesan produk-produk mereka atau biasa disebut pengepul kemudian memasarkannya lagi ke pelanggan yang sudah berlangganan setia dari dulu, sehingga eksistensi dan keberlangsungan mereka tidak terpengaruh karena adanya modernisasi yang terjadi di masyarakat Desa Parapatan Kecamatan Sumberjaya Kabupaten Majalengka.Pengrajin Dandang di Desa Parapatan Kecamatan Sumberjaya Kabupaten Majalengka disarankan untuk lebih kreatif dan inovatif dalam menghadapi modernisasi yang terjadi di masyarakat akibat perkembangan teknologi yang semakin canggih dan praktis serta untuk lebih memperhatikan kualitas dan menjaga ciri khas atau nilai dari Produk Lokal “Dandang” juga  memperhatikan dalam segi pewaris atau penerus Pengrajin Dandang demi eksistensi dan keberlangsungan Pengrajin Dandang di masa yang akan datang.


2018 ◽  
Vol 71 (5) ◽  
pp. 1033-1039 ◽  
Author(s):  
Daniela Carmen Trisolini ◽  
Marco Alessandro Petilli ◽  
Roberta Daini

Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visuo-spatial cognition (e.g., visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically stimulating and perceptually appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense. This study investigated whether a relationship existed between action video gaming and sustained attention performance in a sample of 45 Italian teenagers. After completing a questionnaire about their video game habits, participants were divided into Action Video Game Player (AVGP) and Non–Action Video Game Player (NAVGP) groups and underwent cognitive tests. The results confirm previous findings of studies of AVGPs as they had significantly enhanced performance for instantly enumerating a set of items. Nevertheless, we found that the drop in performance over time, typical of a sustained attention task, was significantly greater in the AVGP compared with the NAVGP group. This result is consistent with our hypothesis and demonstrates a negative effect of playing action video games.


2020 ◽  
Vol 5 (1) ◽  
pp. 140-155
Author(s):  
Nurul Istiqomah ◽  
Moch Lukluil Maknun

Living Qur'an is a variety of forms and models of reception practices and community responses in treating and interacting with  Qur'an in the midst of community life. The purpose study is to describe how the history and practice of reading the surah Ar Rahman in the Al Manshur Islamic Boarding School Popongan Klaten and to find the meaning tradition of reading the Surah Ar Rahman for those who implement them include caregivers, administrators, and students. To find out more details, the writer uses qualitative research methods to understand what phenomena experienced by research subjects by describing in the form of written or oral words from the implementation of the tradition of reading the surah Ar Rahman. For the method of data collection techniques, the authors use interviews, notes, and documentation. The tradition of reciting surah Ar Rahman has been started since the old generation's predecessor, in 1978. For the way the recitation is done in a quiet voice, it must be polite and tawadlu'. The meaning of reciting surah Ar Rahman is to get syafa'at, facilitate all matters, get sustenance, and always get the blessing of Allah.


Author(s):  
Christine Tomlinson ◽  
Maria J. Anderson-Coto

Video games have become a major source of entertainment across the globe. Along with this growth as a form of leisure, video game companies have recognized the importance of the communities and cultures that consumers build around their products. Fans establish identities linked to their gaming habits, whether they are playing games themselves or viewing games played by professionals. Fans also participate in communities, often facilitated through online forums. As part of this, fans discuss, express, and assess their relationship with the companies in charge of their hobbies. How do fans establish and negotiate trust with these companies and why might consumer trust to lapse? This project analyzes approximately 2,500 online forum posts from video game players and esports viewers to understand their perspectives on the companies involved in these spaces. Ultimately, the landscape appears to be developing increasing negativity where fans feel exploited and progressively concerned about company decisions. Fans have called into question the quality of video games and esports streams, motivations for specific decisions behind the scenes, and whether or not their actions as fans reward companies who are using them to meet a specific financial goal. A sense of common knowledge is developed that certain companies will make decisions at the perceived expense of the audience to increase profit. Although these sentiments are not present for all forum users, these discussions reveal increasing negative associations toward specific companies, games, and franchises.


2019 ◽  
Vol 12 (1) ◽  
pp. 85-111
Author(s):  
Mário Sérgio Teodoro da Silva Junior

RESUMO: Este artigo destina-se a identificar as marcações no enunciado do jogo de videogame Super Mario World, de 1990, que permitam enxergar o fluxo da ação de controle operada pelo jogador visado pela enunciação. Para tanto, deve-se estabelecer a distinção entre a instância enunciada do enunciatário, o narratário, a quem o narrador instrui e comanda, e a instância do enunciado enunciado, em que se localiza o herói Mario, aquele comandado pelo narratário. As categorias narrativas e discursivas ora são comuns, ora diversas para esses sujeitos, estruturando graus de sincretismo de suas identidades e de seus percursos. É no percurso do narratário em que são encontradas as dinâmicas sensíveis que demarcam o ritmo do processo de jogo, o tempo necessário para se tornar hábil e vencer. PALAVRAS-CHAVE: semiótica; videogames; narratividade.   ABSTRACT: In this article, our goal is to identify the syntax of control which a video game player plays, in the game Super Mario World, from Nintendo (1990), basing our notes on the many marks left in the audiovisual text, in the form of figures and narrative programs. Therefore, two levels must be distinguished: one concerning the player, referred in the text as a naratee, and another concerning the enounced hero, Mario. The discursive categories and narrative patterns are sometimes the same and sometimes different for each actor, proposing syncretism degrees for their identities and their syntaxes. It is in the course of the naratee that the sensitive dynamics that mark the rhythm of the game process are found, besides the time needed to become skilled and to win. KEYWORDS: semiotics; video games; narrativity.


Author(s):  
Antonio Iudici ◽  
Matteo Fabbri

Although there are several studies on youth problems in school, there are few studies on how teachers report psychological discomfort of the students and on what criteria does their procedure. Considering that schools increasingly make such reports to social or neuropsychiatry services, we wanted to find out whether it is flawless (bias, etc.) and how it can affect a student's career. This research presents an investigation on how the practice of signaling "psychological discomfort" at school is set up. Objects of the survey are the procedures used by the teachers to submit the psychological problems. The research subjects were Secondary School teachers. In this research, we used qualitative research methods. We specifically chose to use a semi-structured interview. The data analysis was conducted in line with the analysis of the conventional content. From an analysis of the responses, it is possible to highlight that there is no generally agreed description of psychological discomfort, that the criteria for identifying distress are different and that the way in which they follow the reporting procedure varies very much from teacher to teacher. Finally, we discuss the implications of individualized reports both for the school course of the student and for the requirements of the teachers.


2019 ◽  
Vol 2019 ◽  
Author(s):  
Christine Tomlinson

Hostility in video games has been a cause for concern since multiplayer gaming began gaining popularity. Many of the studies conducted on this topic have highlighted negative behaviors as particularly aggressive toward women, but relatively limited in the broad context of general audiences or in contrast to positive multiplayer encounters . This study uses interviews with 54 people and approximately 1900 online forum posts to further investigate player experiences with and understandings of hostility in video game play. Overall, it appears that female players do experience particular kinds of harassment, but that players have been negatively influenced and affected by these types of behavior regardless of gender. Largely, players have begun to feel like they cannot feel comfortable in these spaces or necessarily trust other players to behave in positive ways. For both male and female players, this has led to many avoiding certain types of game or specific titles all together. Additionally, players lack confidence that companies are doing what is necessary to shift the culture and have come to understand toxic players as something to be expected in the community. Because of its frequency, toxicity has become understood as a part of gaming culture and something that, perhaps, is immutable.


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