scholarly journals Virtual Property Pada Game Online Dalam Perspektif Hukum Ekonomi Syariah

2021 ◽  
Vol 3 (1) ◽  
pp. 49
Author(s):  
Misno Misno

The development of technology has brought a variety of high-tech entertainment, one of which is developing games (games) both offline and online. Online games are games that are widely enjoyed, especially by children and teenagers. Today's online game play is not just a game, but in it there are economic activities in the form of buying and selling which have an effect on ownership of virtual objects (Virtual Property. The conclusion of this study is that Virtual Property can be recognized as a treasure in Islam. Although it does not have a real form, there is a value that is recognized by the community so that it becomes part of the property. Because it is recognized as property, buying and selling with this object is permissible and lawful. Recognition of the existence of virtual property is based on the theory of urf, namely that everything that is considered good and permissible by the community can then be a legal argument.

2016 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Harli Brata Wardhana ◽  
Didik Hariyanto

Game Nusantara Online is the only online game that lifted the Indonesian culture hey day empires that ever existed and is the only original online games domestically-made. So it is not surprising that this game displays various types of display depicting national cultural identity in the game. The method used in analyzing was John Fiske the semiotics (semiology) through three tiers level, reality, representation, and ideology in the opening game in the form of nondialogue short film, but it was also analyzed in the game play in game logo, the cast of characters, and missions “Timun Mas”. Further analysis was based on the study of literature and other supporting data to determinenational cultural identity. After doing research on the game Nusantara Online, it was found thatnational cultural identity displayed on the level of reality by visualizing typical clothing and accessories of Indonesia empire at that time, the use of the name on the cast of characters that has its own story and has become the local culture, including Hayam Wuruk, Elephant Mada, and others. Visualization of social life, such as religious rituals Bendrong Dimples and Bali, and incorporate folklore or legends in the game missions. While the level of representation, the camera technique is used so that the details of the national cultural identity clearly visible on the clothing motif and shape of the building. The ideology that displayed the Nusantara Online games are games that have cultural values and history of Nusantara (Indonesia).


2019 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Reni Fitria

<p><em>The</em><em> development of technology in this area is very rapid, various technological advances such as playing online games can be obtained easily. The long time playing online games is expected to affect the disruption of sleep patterns of male Dharmas University male dormitory students. The purpose of this study was to find out the relationship between the duration of online game games to the disturbance of sleep patterns of male students at Dharmas University in Indonesia. The method used is descriptive analytic with cross sectional research design. This research was conducted in the male dormitory of Dharmas Indonesia University with a sample of 42 students. The sampling technique is total sampling. Bivariate analysis uses the chi square test. The results of the study were 42 respondents, almost all 32 (76.2) who played online games excessively in the male dormitory of Dharmas Indonesia University. Most of them got 22 (52.4) students experiencing sleep patterns. Based on the old chi-square statistical test online game play on sleep patterns disturbances in getting the value (p value = 0.022) this study shows that there is a long relationship between online game play and sleep disorders. It is hoped that students will reduce the duration of playing online games, sleep at 9:00 p.m. / 10:00 p.m., and the board administrators will control the dorms more.</em></p><p> </p><p><strong>Keywords: </strong><em>Online games, sleep patterns</em></p>


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2020 ◽  
Vol 19 (9) ◽  
pp. 1723-1735
Author(s):  
A.Yu. Pronin

Subject. The article investigates the program-targeted planning methodology, which is implemented in the Russian Federation and leading foreign countries, for high-tech industry development. Objectives. The aim is to identify the specifics of program-targeted planning for the development of high-tech industries, to shape programs and plans for innovative development in the Russian Federation and leading foreign countries. Methods. The study employs general scientific methods of systems analysis, including the statistical and logical analysis. Results. I reviewed methods of program-targeted planning, implemented by the world’s leading countries (the Russian Federation, United States of America, France, Great Britain, Netherlands, Norway, Japan, Canada), in the interests of the development of various high-tech sectors of the economy. The study established that the methodology of program-targeted management is an effective tool for resource allocation by various types of economic activities in accordance with national priorities. I developed proposals by priority areas for improving the methodology for program-targeted planning and management in the Russian Federation in modern economic conditions. Conclusions. The findings and presented proposals can be used to improve methods for program-targeted planning to develop high-tech sectors of the economy; to design various long-term programs and plans, reducing the risk of their implementation; to determine the ways and methods of sustainable socio-economic and innovative and technological development of the world's leading economies.


Author(s):  
William J. Shelstad ◽  
Ameer A. Hosein ◽  
Joseph R. Keebler ◽  
Barbara S. Chaparro

The current study investigated three user experience scales, the GUESS-24, the ENJOY, and the UEQ-S scale, as well as their relationship to gameplay continuance and purchasing intention for six popular online games. Results indicated that each of the three scales (GUESS-24, ENJOY, UEQ-S) could be used to predict continuance and purchase intention in the games of interest. The ENJOY and GUESS-24 performed better in predicting continuance intention than the UEQ-S. The GUESS-24 performed the best in terms of predicting purchase intention.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-26
Author(s):  
Gonzalo Andrés López ◽  
David Checa Cruz

The industry has a relevant spatial and socioeconomic importance in most of the Spanish cities and nowadays is one of the main urban economic activities. However, in many situations, and despite recent advances in the past two decades, industrial heritage is a value that is still not sufficiently widespread in society. The factories, their activity, and their historical evolution are often disconnected and isolated from the daily life of the cities, being quite an unknown aspect for most of the citizens. This contribution presents the result of various experiences of knowledge transmission on the heritage value of industry, through the use of games and storytelling technique as an educational tool and the combination of different technologies (3D modelling, videomapping, virtual reality) as useful tools to spread the explanation of this phenomenon.


Kybernetes ◽  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wei-Lun Chang ◽  
Li-Ming Chen ◽  
Yen-Hao Hsieh

PurposeThis research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.Design/methodology/approachThis study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.FindingsTeamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.Research limitations/implicationsMore samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.Practical implicationsThe authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.Originality/valueThis research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.


2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Nindar Oktavian ◽  
Saiful Nurhidayat ◽  
Ririn Nasriati

Abstract Background: As the rapid development of Internet technology, online games are also experiencing development. Online Game presents a more varied challenge compared to offline games, this makes the players feel at home and play long enough. Online game is seductive which means it can cause addiction, Addictive online game is marked by how far someone play excessive game so that can interfere its life everyday.Method: Design of research using Cross Sectional with a population of 78, a sample of 45 respondents using purposive sampling technique. Data collection using questionnaires with data processing using Chi Square test.Result: From the result of research from total 45 respondent 24 (53,3%) respondent playing game excessively, and 21 (47,7%) not excessive. And 24 (53.3%) respondents experienced addiction. Statistical analysis showed significant result with p-value 0,002 <0,05. Then H1 accepted which means there is influence between the duration of playing online games towards online game addiction.Conclusion: Playing games with a long duration is one of the factors causing online game addiction among teenagers. So there needs to be self-control of online game play behavior.Keywords:Game Online, Addiction, Teenagers Abstrak Latar Belakang: Seiring pesatnya perkembangan teknologi internet, game online juga mengalami perkembangan. Game online. Game Online menyajikan tantangan yang lebih bervariasi dibandingkan dengan game offline, hal ini membuat para pemain betah dan bermain cukup lama. Game online bersifat seduktif yang berarti dapat menyebabkan kecanduan, Kecanduan game online ditandai oleh sejauhmana seseorang bermain game secara berlebihan sehingga dapat mengganggu kehidupannya sehari-hari.Metode:Desain penelitian menggunakan Cross Sectional dengan jumlah populasi 78, sampel 45 responden dengan menggunakan teknik purposive sampling. Pengumpulan data menggunakan kuesioner dengan pengolahan data menggunakan uji chi square.           Hasil: Dari hasil penelitian didapatkan dari total 45 responden 24 (53,3%) responden bermain game secara berlebihan, dan 21 (47,7%) tidak berlebihan. Dan 24 (53,3%) responden mengalami adiksi. Analisis statistika menunjukkan hasil yang signifikan dengan p-value 0,002 < 0,05. Maka H1 diterima yang artinya ada pengaruh antara durasi bermain game online terhadap adiksi game online.Kesimpulan: Bermain game dengan durasi waktu yang cukup lama menjadi salah satu faktor penyebab adiksi game online di kalangan remaja. Sehingga perlu adanya kontrol diri terhadap perilaku bermain game online.Kata kunci: Game Online, Adiksi, Remaja


2021 ◽  
Author(s):  
Yifan Jiao ◽  
Christopher S. Tang ◽  
Jingqi Wang

The market for online games is huge, but research on the economics of online game operations remains nascent. In this paper, we focus on “free-to-play” online games in which a game provider offers players an option to purchase game-specific virtual goods (items) for improving their winning chances before the game begins. Because selling virtual items is the main revenue stream in free-to-play games, it is important for game providers to find ways to entice players to purchase virtual items. We observe that some game providers disclose the opponent’s skill level before the game begins by using a “transparent selling” mechanism to sell virtual items, whereas others conceal this information from the players. This observation motivates us to examine whether and when game providers should adopt transparent selling. By analyzing a game-theoretical model that involves one game provider and two competitive players, we obtain the following results. First, when the price of the virtual goods is endogenously determined by the game provider, we find that transparent selling is not effective: it is optimal for the provider to adopt “opaque selling” by concealing the opponent’s skill level information from players. However, opaque selling hurts the player’s welfare. Second, when the selling price is exogenously given, transparent selling dominates opaque selling when the given price is high. Our results identify the conditions under which transparent selling dominates opaque selling.


Author(s):  
Ricardo Javier Rademacher Mena

The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also seen the growth of a new field of physics known as Physics Education Research (PER). This field consists of physicists dedicated to improving how we learn and teach the subject of physics. In this chapter, the author discusses his personal quest to combine PER with a MMOG and create an online virtual world dedicated to teaching Newtonian physics.


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