scholarly journals PERANCANGAN KAMPANYE SOSIAL DAMPAK GAME ONLINE BAGI REMAJA DI KOTA PALEMBANG

2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Sapar Junoko ◽  
Yosef Yulius ◽  
Didiek Prasetya

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

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>


2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Safar Junoko ◽  
Yosef Yulius ◽  
Didiek Prasetya

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.


2021 ◽  
Author(s):  
Dewi Yermawati Enjhela

AbstractIndonesia is one of the countries that has also been affected by the corona virus or covid-19 which originated from China, to be precise in the city of Wuhan. In early 2020 the corona virus or covid-19 began to enter the country of Indonesia. The corona virus has had a huge impact on the lives of Indonesian people, both positive and negative impacts. Communities affected by covid-19 are increasing day after day, but now to be precise in 2021 the increase in covid-19 infections is not as fast as 2020. And the impact is slowly being controlled by both the government and most Indonesians. The Indonesian people are now able to adjust to life in the midst of this Covid-19 pandemic, even the hospitality that faded at the beginning of Covid-19 entering Indonesia is now starting to slowly be shown by the Indonesian people. This paper aims to provide information about Covid-19 in Indonesia and the Christian hospitality that should be practiced by the Indonesian people, especially believers or Christians. This research uses a qualitative approach with theological research type and social descriptive research


2014 ◽  
Vol 10 (1) ◽  
pp. 33-52
Author(s):  
Kay F. Hildebrand ◽  
Tim A. Majchrzak

Computer games have become an influential socio-economic phenomenon. Millions of people play online games regularly. At the same time, game vendors' revenues are increasing. As a new emergence, virtual (i.e. in-game) goods are traded for real money. However, not much research has been conducted on the monetary effects of virtual economies. Therefore, the authors present the theoretical background and a study aiming to understand how game vendors' actions reflect on the monetary value of virtual goods. The study is based on a huge dataset gained from Web shops that were monitored over a period of several months. The data was analysed in order to find out whether effects known from real economies apply to their virtual counterparts. A reset of the virtual economy allowed us to exactly follow price developments. The authors present and discuss their findings, as well as derive directions for future research.


Author(s):  
Youngre Noh ◽  
Galen Newman ◽  
Ryun Jung Lee

Vacant land is a ubiquitous urban phenomenon. The existence of vacant land in a neighborhood can either lower or heighten nearby housing values, depending on its relative development potential. However, this condition has rarely been examined longitudinally, nor has it been examined thoroughly across different socioeconomic conditions. This research examines the impact of vacant lots on housing premiums using 2006–2015 single-family home sale transactions in the City of Minneapolis, Minnesota. The study area was divided into low-, middle-, and high-income levels. The results show that vacant lands have negative impacts on nearby single-family houses and these impacts differ by income level per neighborhood. The study sheds light on how planners and researchers should conceive vacant lands differently in various surroundings and conditions.


2021 ◽  
Vol 2 (3) ◽  
pp. 100-104
Author(s):  
Hery Fauzi ◽  
Fahmi Sidiq

The purpose of this study was to describe the factors causing playing online games and their negative impact on students in Sukasenang Village, Tanjungjaya District, Tasikmaya Regency. The subject of this research is that it consists of students playing online games, SDN 1 Cigowak village Sukasenang. Data collection techniques in this study using observation, interviews, and documentation. The results of this study indicate that the factors that cause playing online games and their negative impact on students at the internet cafe at SDN 1 Cigowak village Sukasenang are visible and real. This is proven by the factors that cause children to play online games, namely (a) less than optimal communication between children and family members, especially parents; (b) Lack of parental supervision of children; (c) Errors in parenting patterns from parents to children; (d) The boredom or boredom of a child will be a monotonous routine. Online games have negative impacts including social impacts, psychological impacts, and physical impacts.


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.


2021 ◽  
Vol 7 (2) ◽  
Author(s):  
Melisa Melisa ◽  
Rianto M.Si.Par

<p><em><span>Bakar Tongkang is one of the cultural attractions in Riau Province, namely Bagansiapiapi City. The Bakar Tongkang cultural attraction event is held annually for generations by the local community due to its unique culture and histor</span></em><em><span lang="EN-US">y.</span></em></p><p><em><span>This study was conducted to determine whether the Bakar Tongkang cultural attraction procession in Bagansiapiapi City, Riau Province can be an alternative cultural attraction in Riau Province which is made into a leading attraction. This study uses descriptive qualitative research involving informants representing the Tourism Office, accommodation industry players, transportation industry players, retail store industries, restaurant businesses, street vendors and tourists' views about this cultural attraction procession event as well as the community in Bagansiapiapi City and the organizing committee.</span></em></p><p><em><span>From the results of in-depth interviews and observations made by researchers based on in-depth questions, it was found that almost all informants who became sources of information stated that they strongly supported the existence of this cultural attraction event which was carried out regularly every year due to the positive impact of this cultural attraction procession event, namely the impact to the regional economy and Regional Original Income (PAD) and become a leading attraction, in addition to the success of the procession of this cultural attraction, it also has the impact of traffic jams in the city of Bagansiapiapi during the process, rising prices for lodging, food and rickshaw prices as well as other negative impacts, namely waste.</span></em></p><p> </p>


2019 ◽  
Vol 13 (1) ◽  
pp. 225-239
Author(s):  
Imane Fantazi ◽  
Bernia Zehioua Hecham ◽  
Alexandru-Ionut Petrisor

Abstract Since the 1960s of the 20th century, research on the success of projects have been updated and are increasing in cyclical projects (event-centered projects) which appear regularly in excess of budget, or even sometimes incomplete when the event or subject of their creation is over. Within this context, with the appointment of Constantine as the Arab Capital of Culture 2015, the Algerian Government has registered 76 rehabilitation projects for the old buildings of the city, under the guardianship of the Ministry of Culture. The last has designated the Office National de Gestion et d’Exploitation des Biens Culturels Protégés (OGEBCP) (National Office for the Management and Exploitation of Preserved Cultural Property) as a contracting authority assistant, given its considerable experience in building management in the city of Tlemcen, Capital of Islamic Culture in 2011. During our investigation, none of the selected projects has been completed, while the allocated budget has been entirely consumed. Why? Who is responsible for this failure? Our role is to investigate the weak links in these rehabilitation projects to avoid future similar failure. It seems like the success of a project depends on the behavior of the main actors responsible for it as well as a number of technical skills that seem difficult to bring together in a single individual. Therefore, we focus on the actors of the project. The process of conservation operations is a delicate one to conduct for the success of the project. The conditioning of shorter deadlines in full eventcentered projects is in fact one of the most difficult challenges. We propose to analyze the management of communication between the project actors assuming that, an inappropriate management could have negative impacts on the success


2019 ◽  
Vol 11 (22) ◽  
pp. 6380 ◽  
Author(s):  
María-Elena Sánchez del Río-Vázquez ◽  
Carlos J. Rodríguez-Rad ◽  
María-Ángeles Revilla-Camacho

Those in charge of tourism destinations face the need to create tourism development models compatible with the essence of the localities that they manage. These models have to be sustainable, both environmentally and socially, and also must become drivers of the local economy. However, tourists also generate negative impacts in the locality which, when they are perceived by the residents, can give rise to a rejection of visitors. Hence, improving the tourism management is necessary. This is why to know the residents’ perceptions about the impacts of tourism is essential. Moreover, measuring the impact effects on their satisfaction with the public administration of the destination can be of great usefulness. This study falls into this research line, as it proposes a model to measure these impacts and their effect on satisfaction. To do so, an empirical study is performed among residents in the city of Seville (southern Spain, one of the most visited destinations in the world), based on subjective economic, social, and environmental indicators. The results show that the citizens value three types of impacts, the social impact coming after the economic impact as to its influence on their satisfaction with the administration. Based on this, we postulate that the efforts made to attract events to the city, or to improve connections to access a broader market, must be approached as public procurements in which selection criteria that are compatible with the destination’s positioning and strategy prevail. Social and environmental criteria should be considered among these criteria.


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