scholarly journals The impact of the Mobile Legend game in creating virtual reality

2020 ◽  
Vol 12 (2) ◽  
pp. 49
Author(s):  
Khefti Al Mawalia

Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.

2010 ◽  
pp. 1445-1453
Author(s):  
Shafiz Affendi Mohd Yusof

The purpose of this article is to understand how online gamers as a virtual community build social relationships through their participation in online games. Empirically, several aspects in the context of virtual community are still not fully understood, such as: (1) What types of rules, norms, and values are grounded in virtual community? (2) How do people institutionalize their members in a virtual community? and (3) Why do they create social relationships in virtual environment? The identified gap thus explains why studies have produced inconsistent findings on the impacts of online game play (Williams, 2003), in which many studies in the past have only looked at aggression and addiction. A more detailed understanding of the social context of in-game interactions would help to improve our understanding of the impact of online games on players and vice versa. Therefore, this article will present a case study of a renowned online game, Ever Quest (EQ), with the aim of understanding how players establish and develop social relationships. In specific, the Institutional Theory was applied to examine the social relationships among the players, and a hermeneutic-interpretive method was used to analyze the data in order to address the following general research question, “How is the social world of EQ constituted in terms of building social relationships?”


2020 ◽  
Vol 5 (2) ◽  
Author(s):  
Sapar Junoko

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>Technological progress is something that can not be avoided in today's life. One of the results of technological development is the internet, one of its benefits is as a means of entertainment, for example to play online games. Online games themselves are not only played from computer games but can also be played on smartphones, online games are much loved by teenagers because online games themselves are a means of entertainment for them but most teenagers are addicted to playing online games. Online games themselves have positive and negative impacts, but if playing excessive online games can have positive impacts which are definitely addicted to playing continuously. The main study of this research focuses on the identification, analysis and design of Video Motion Graphic works and other supporting media. This design uses premedia media planning methods, playing media and media follow-up. Data collected through, observation, interviews, literature and website. The data is then identified, classified, selected, then analyzed using the 5W + 1H method and interpreted according to the text and context. The design of the social media campaign of the impact of online games for teens in the city of Palembang as a visual communication media which is part of the design discussion. This design aims to encourage adolescents to reduce and reduce the number of addictions due to online games especially teenagers in the city of Palembang in order to be able to balance between playing online games and learning to get achievements in education. </span></p></div></div></div>


PERSPEKTIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Devita Rani ◽  
Effiati Juliana Hasibuan ◽  
Rehia K. Isabela Barus

<h1>Mobile   Legends   Online   Games:   Bang   Bang   is   one   manifestation   of   technological development in new media. The purpose of this study was to find out how the positive and negative impact of playing Mobile Legends: Bang Bang online games to FISIP UMA students who play games. The theory used in this study is communication, new media, positive and negative online games. The method used is a qualitative method. Where the informants fifth in FISIP UMA students. Data collection techniques are carried out by means of participatory observation, in-depth interviews and documentary evidence. The result of the study show that the impact of playing Mobile Legends is influenced by the attitude of the players, indifferent to the social environment, wasteful in terms of time and economy, can get new friends in cyberspace from other countries so as not to limit interaction, add insight and experience about technology.</h1><h1><strong> </strong></h1><h1> </h1>


2021 ◽  
Vol 1 (1) ◽  
pp. 91-106
Author(s):  
Andri Arif Kustiawan ◽  
Shinta Aulia Enggarwati

Technology is developing very rapidly so that it can simplify human work, both science, information, games, buying and selling, and so on on the internet. Apart from having an impact on the fast and easy access to information, it also has an impact on health, social, intelligence, psychological, financial and other aspects. It is excessive if it is overused to make it addictive. Such as addiction to online games, TikTok, and youtube which results in dependence and underestimates health and time. This research uses literacy studies. The purpose of this study is to present findings of the impact of gadget use on children. The results show that technological advances have both positive and negative impacts. There are various kinds of game applications that are easily accessed by children, both game content and those that can stimulate children's development, such as creativity, memory, physical motor, cognitive and so on. So it is necessary to take preventive steps so that technological developments can also reduce the negative impact on children's development.


Author(s):  
Archana Tyagi

Identity has become one of the single most important issues for human development and adjustment in today’s turbulent times. Virtual world is changing the interface of identification and communication. Virtual reality has recently emerged as an effective tool to extend a healing space for an alternative identity. The focus of this chapter is on the challenges faced by the young generation, which is struggling to understand its “identity.” The exploration of identity in such virtual environments may be a search for a ‘unitary’ construct about the self (Erikson, 1968). In this paper, the concept of “identity” and “identity crisis” and the potential challenges identified in the real and virtual world are discussed at length. In today’s world people are pulled in different directions, thanks to the different kinds of societal demands from family, friends and society. It becomes difficult to find a uniqueness of one’s self and yet able to fulfill the norms and parameters set up by the society. Respect for diversity of self would go a long way in allowing people to be “uniquely themselves” while belonging to a community. Healthy “crisis” or exploration can afford people the opportunity to knowledgeably investigate choices in which there is positive meaning with regard to where they have come from, where they presently exist, and where they envision their future to be (International Encyclopaedia of the Social Sciences, 2008). An attempt to explore the identity management and identity statuses has also been made to understand “real” and “virtual reality.” Identity crisis and psychosocial moratorium’s linkage (Erikson, 1963) to virtual reality have also been touched upon. An understanding of organizational identity with the individual identity.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Melissa De Zwart

The recent (February 2009) defection of a key member of the Band of Brothers Alliance in EVE caused a major restructure of the EVE gaming environment, much to the joy of the game’s operators, CCP games. (So much so, that many accused them of having staged an ‘inside job’ to disrupt the stranglehold of BoB). The defection was made possible through the design of the game and the need to maintain corporate structures to effect control over key regions. The defection of Haargoth was catastrophic to BoB, destroying years of player time and significant real money investment in game time. Some calls were made for CCP to intervene, but such action would have contradicted the game character of EVE itself as a piractical world. If such conduct had occurred in the corporate world of any RL nation, clear demands for regulatory control would have been acceded to (see, for example, the demand for repayment of AIG bonus payments made to executives). In another virtual world, World of Warcraft, the operators Blizzard, have recently announced (March 2009) a new policy regarding add-ons, which will affect the way in which many keen WoW participants will interact with the game. This follows on from the litigation regarding Glider, which divided the WoW community regarding what is acceptable in terms of mods and automated play. Again response to the add-on policy has attracted heated debate in the dedicated WoW community. The relationship between practice and theory regarding treatment of mods and add-ons by Blizzard has been inconsistent and frustrating for many keen WoW players. The legal status of mods and add-ons in other worlds remains unclear. Finally, the operators of Entropia have just announced that they have been granted a banking licence in Sweden. It remains to be seen how this will impact on the gaming experience and the regulation of that experience by external authorities. This article will consider the important influence of game design and game governance on the nature of the player’s experience. It will also compare social world environments, such as Second Life. It will consider increased calls for inworld regulation and the impact this would have on the nature of the players’ experience. It will explore the need to acknowledge the particular nature of the world under consideration and discuss ways how this might be respected and protected. It will consider the relationship between real world laws, inbuilt game standards and the players’ own negotiated understanding of the world with which they are engaged and how this may change over time, according to gaming experiences and investment in the game world. It will explore the relationship between the underlying governance structures of the virtual world and the developing nature of that world and make suggestions regarding the possible effects of law reform and standards setting in this area. This paper will build on work I have been doing on virtual world governance, such as ‘Legal Issues in Virtual Worlds: Governance and Intellectual Property’, a presentation to the OECD Workshop on Innovation and Policy for Virtual Worlds, 11 March 2009, http://www.oecd.org/dataoecd/54/2/42347580.pdf; my contribution to the ENISA Position Paper: Virtual Worlds, Real Money, Security and Privacy in Massively- Multiplayer Online Games and Social and Corporate Virtual Worlds, November 2008, http://www.enisa.europa.eu/doc/pdf/deliverables/enisa_pp_security_privacy_virtualworlds.pdf; ‘The dark side of online games : fraud, theft and invasion of privacy’, (2009) 11(9) Internet Law Bulletin 147-151 and ‘Governance and the Global Metaverse,’ (with David Lindsay) presented at the Cybercultures Conference , Salzburg, 15 March 2009, http://www.inter-disciplinary.net/critical-issues/cyber/cybercultures/conference-programme-abstracts-and-papers/session-8-cyber-policy-and-cyber-democracy/.


2020 ◽  
Vol 8 (1) ◽  
Author(s):  
Melly Permatabella Wijayanti ◽  
Asep Nurjaman

Abstract: This study aims to analyze the implementation of PPDB zoning system policies as an effort to equalize access to education in DIY and the impact of implementing these policies. This research uses a descriptive qualitative approach which is carried out in SMA Negeri 1 Yogyakarta and SMA Negeri 1 Panggang. Data collection techniques using interviews, observation, and study documentation. Data analysis techniques using data reduction, data presentation, and concluding with the validity test of data using triangulation of sources and techniques. The results showed that: 1) zoning system policy implementation fulfills six Van Meter and Van Horn variables such as: a) zonation system standards and policy objectives in DIY refer to the Disdikpora Regulations on Technical Guidelines for PPDB SMA / SMK Negeri, but not all people understand the contents of the regulation; b) sufficient resources are available with the PPDB committee and supporting infrastructure; c) communication between implementers went smoothly with the socialization as well as WhatsApp and line groups; d) the characteristics of the zoning system in DIY are not purely using zones but rather using the UNBK result values sorted by ranking; e) the disposition of implementors shows that they support the existence of a zoning system but needs to be improved in the system; f) economic conditions in the environment of SMA Negeri 1 Yogyakarta, the average parent of students working as an entrepreneur while in SMA Negeri 1 Bake, the average livelihood of parents as farmers or laborers. 2) Positive impacts of zoning system implementation are equitable student input and increased motivation to learn in favorite schools, while negative impacts can affect the social environment of students and social jealousy.Keywords: zoning system, favorite school, social environmentAbstrak: Penelitian ini bertujuan untuk menganalisis implementasi kebijakan sistem zonasi PPDB sebagai upaya pemerataan akses pendidikan di DIY dan dampak implementasi kebijakan tersebut. Penelitian ini menggunakan pendekatan kualitatif jenis deskriptif yang dilaksanakan di SMA Negeri 1 Yogyakarta dan SMA Negeri 1 Panggang. Teknik pengumpulan data menggunakan wawancara, observasi, dan studi dokumentasi. Teknik analisis data menggunakan reduksi data, penyajian data, dan penarikan kesimpulan dengan uji keabsahan data menggunakan trianggulasi sumber dan teknik. Hasil penelitian menunjukkan bahwa: 1) implementasi kebijakan sistem zonasi memenuhi enam variabel Van Meter dan Van Horn seperti: a) standar dan tujuan kebijakan sistem zonasi di DIY mengacu pada Peraturan Disdikpora tentang Juknis PPDB SMA/SMK Negeri, namun tidak semua masyarakat memehami isi dari peraturan tersebut; b) sumber daya yang sudah tercukupi dengan adanya panitia PPDB serta sarana prasarana yang mendukung; c) komunikasi antarpelaksana berjalan lancar dengan adanya sosialisasi serta grup whatsapp dan line; d) karakteristik sistem zonasi di DIY tidak murni menggunakan zona melainkan menggunakan nilai hasil UNBK yang diurutkan menggunakan ranking; e) disposisi implementor menunjukkan bahwa mereka mendukung adanya sistem zonasi namun perlu ada yang diperbaiki dalam sistemnya; f) kondisi ekonomi di lingkungan SMA Negeri 1 Yogyakarta rata-rata orang tua peserta didik bekerja sebagai wirausaha sedangkan di SMA Negeri 1 Panggang rata-rata mata pencaharian orang tua sebagai petani atau buruh. 2) Dampak positif implementasi sistem zonasi yaitu input peserta didik yang merata dan meningkatnya motivasi belajar di sekolah favorit, sedangkan dampak negatif dapat berpengaruh terhadap lingkungan sosial peserta didik dan kecemburuan sosial.Kata Kunci: sistem zonasi, sekolah favorit, lingkungan sosial


2019 ◽  
Author(s):  
Evi Intan Puspitasari

Abstract. Nowadays the community considers social media as one of the most important things in daily life. For the social media community is a form of self-editing exporters, for example, many anonymous accounts that violate ethics in their use in social media such as accounts to spread hoaxes, build hatred, and are provocative, but on the other hand anonymous accounts have a positive impact if used wisely. The purpose of this study is to determine the impact of anonymous accounts for the public from the positive and negative sides of using anonymous accounts. The research method used is descriptive qualitative analysis of anonymous accounts on social media and through interviews from several sources with an analysis of positive and negative impacts. The results showed that an anonymous Twitter account can be a medium to pour out your heart through writing. Twitter can be an entertainment for users through uploading posts, photos and videos.


2020 ◽  
Vol 36 (2) ◽  
pp. 133-144
Author(s):  
Risfaisal Risfaisal ◽  
Neng Sri Nuraeni

Abstract This study examines the social participation of women in the development of the village of Lasiai, East Sinjai Subdistrict, Sinjai District. The problem in this research is how the form of social participation of women in the development of the village of Lasiai and how the impact of social participation of women in the development of the village of Lasiai, East Sinjai Subdistrict, Sinjai District. The purpose of this study was to determine the forms of women's social participation in the development of Lasiai villages and to determine the impact of women's social participation in the development of Lasiai Village in the East Sinjai Subdistrict, Sinjai District. This type of research is a descriptive study with a qualitative approach. The informants in this study were the village head, village secretary, village head, PKK mother. Data collection was collected using observation techniques, interviews, and documentation. Data analysis techniques are data reduction, data presentation, and drawing conclusions. Triangulation is used to explain the validity of the data that is with the data source. The results showed that the form of women's social participation in the development of the village of Lasiai was through the first three stages, namely the planning stage, that women were present in the deliberation meeting held with village officials, Second, the implementation stage by increasing empowerment as a program such as the Al-qur 'love program. and active standby village programs. Third, the participation monitoring phase aims to find out how the implementation of development programs will work, and the impact of women's social participation in village development is a) positive impacts, namely open thinking (education), the economy, and women's leadership b) negative impacts, namely labeling or the stereotype of society towards women.Abstrak. Penelitian ini mengkaji tentang partisipasi sosial perempuan dalam pembangunan desa lasiai kecamatan sinjai timur kabupaten sinjai. Masalah dalam penelitian ini adalah bagaimana bentuk partisipasi sosial perempuan dalam pembangunan desa lasiai dan bagaimana dampak partisipasi sosial perempuan dalam pembangunan desa lasiai kecamatan sinjai timur kabupaten sinjai. Tujuan penelitian ini adalah untuk mengetahui bentuk partisipasi sosial perempuan dalam pembangunan desa lasiai dan untuk mengetahui dampak partisipasi sosial perempuan dalam pembangunan desa lasiai kecamatan sinjai timur kabupaten sinjai. Jenis penelitian ini adalah penelitian deskriptif dengan pendekatan kualitatif. Informan dalam penelitian ini adalah Kepala Desa, Sekertaris Desa, Kepala Dusun, Ibu PKK. Pengumpulan data dikumpulkan dengan teknik pengamatan (Observasi ), wawancara, dan dokumentasi. Teknik analisis data adalah reduksi data, penyajian data, dan penarikan kesimpulan. Trianggulasi yang digunakan untuk menjelaskan keabsahan data yaitu dengan sumber data. Hasil penelitian menunjukkan bahwa bentuk partisipasi sosial perempuan dalam pembangunan desa lasiai yaitu melalui tiga tahap yang pertama yaitu tahap perencanaan adalah perempuan hadir dalam kegiatan rapat musyawarah yang dilakukan bersama aparat desa, Kedua yaitu tahap pelaksanaan dengan meningkatkan pemberdayaan sebagai program seperti program cinta Al-qur’an dan program desa siaga aktif. Ketiga yaitu tahap pengawasan partisipasi ini bertujuan untuk mengetahui bagaimana pelaksanaan program pembangunan akan berjalan, dan Dampak partisipasi sosial perempuan dalam pembangunan desa adalah a) dampak positif yaitu pemikiran mulai terbuka (Pendidikan), perekonomian, dan kepemimpinan perempuan b) dampak negatif yaitu adanya pemberian label atau streotipe masyarakat terhadap perempuan. 


Author(s):  
Ida Rahayu

The development of the Dragon Boat Race tourism event was adopted from the religious activities of the Chinese commu- nity in Tanjungpinang City will indirectly generate an impact as a consequence of its implementation. This study aims to de- termine the impacts generated by the Dragon Boat Race Event on environmental, socio-cultural and economic aspects. This research used qualitative method and data obtained through observations, interviews and literature study. Data analysis used is descriptive-qualitative with qualitative descriptive exposure. Informants in this study are 16 people whom were selected purposively. The results show that the impact of the event of Dragon Boat Race tourism in general has some posi- tive snd negative impacts. Positive impacts on the environ- ment is the opening of the land; on the social and cultural is the creation of social interaction and international relations; and positive impact on the economy is increasing income and providing employment opportunities. Negative impacts on the environment is traffic density and noise created around the Carang River area; on the social and cultural is social dis- parities between local communities, government and private parties. This gap occurs because of differences in social status between them; on the economy is uneven benefits and profits for local communities since not many people aware of the im- portance of their participation in Dragon Boat Race.


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