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2022 ◽  
Vol 8 (1) ◽  
pp. 43-58
Author(s):  
Ayşe Aslı Sezgin

The aim of this study is to examine the negative attitude and prejudice of the media reflected in news articles about the relationship between ‘online games and suicidal youth’. This study analyzed the content of the news and the language of the media used for young people who committed suicide related to playing Blue Whale Challenge in different social settings. In this study, news articles in three different countries were examined with the content analysis method, using the content descriptors of Entertainment Software Rating Board (ESRB). In the news concerning young people who committed suicide and used this game, it was clearly observed that sources of influence involved attitudes towards online games, developed in part through the messages of the media, and that social conditions, including generational experiences, were influential in creating the media messages. Keywords: media panic, violence, online games, Blue Whale Challenge


2022 ◽  
Vol 2 (2) ◽  
pp. 83-89
Author(s):  
Partonduhan aritonang Partonduhan aritonang ◽  
Parsaoran Tamba ◽  
Jemmy Charles Kewas

PENGARUH GAME ONLINE TERHADAP CARA BELAJAR MAHASISWA JURUSAN PENDIDIKAN TEKNIK MESIN UNIVERSITAS NEGERI MANADO Partonduhan Aritonang1, I. P. Tamba2, Jemmy Charles Kelas3 1,2,3Jurusan Pendidikan Teknik Mesin, Universitas Negeri Manado, Kab. Minahasa e-mail: [email protected], [email protected], [email protected]   ABSTRAK Mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang merupakan anak-anak perantau kini telah mendapatkan dampak yang sangat nyata dari permainan game online. Terbukti dari banyaknya mahasiswa yang ikut ambil bagian dalam permainan ini, dari hasil pengamatan peneliti selaku mahasiswa yang aktif mendapatkan banyak data bahwa mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang aktif bermain memiliki kemampuan cara belajar yang kurang aktif dalam pembelajaran. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif. Metode pengumpulan data yang digunakan yakni kuisioner atau angket. Teknik analisi data yang digunakan dalam penelitian ini yaitu analisis statistik deskriptif, Teknik Analisis Regresi dan pengujian hipotesis.Hasil dari penelitian ini yakni : bahwa pengaruh game online (X) terhadap cara belajar mahasiswa (Y) pada taraf t hitung > t tabel dan hasil uji korelasi rxy 0849. Game online berpengaruh signifikan terhadap cara belajar. Ini dapat dibuktikan dari hasil nilai Fhitung sebesar 4.113 dan nilai signifikansi Ftabel 0.00 < 0.05. Besarnya koefisien determinasi sebesar 0.79 atau 79%. Hal ini berarti 79% pengaruh game online terhadap cara belajar mahasiswa sedangkan untuk selebihnya 21% dipengaruhi oleh variabel lain yang tidak diteliti oleh penelitian ini.   Kata kunci : Game Online, Cara Belajar Mahasiswa THE INFLUENCE OF ONLINE GAMES ON HOW STUDENTS STUDYING MECHANICAL ENGINEERING AT MANADO STATE UNIVERSITY ABSTRACT Manado university's advanced mechanical engineering student who is a migrant child has now had a very real impact on online gaming. It is evident from the many students participating in the game that researchers as active university students have received a wealth of data that students studying engineering at manado state university who actively play have a learning ability that is less active in learning. The study USES a quantitative descriptive study method. The data collection method used was "questionnaire or angket." The data analysis used in the study are descriptive statistical analysis, regression analysis and hypothetical testing. The results of this study are: that how online games affect students' learning (y) at a level of t count > t tables and rxy 0849 cordating results. Online games significantly affect how to learn. This can be verified from the results of the ftable value of 4,113 and the significance of ftable 0.00. Critical coefficiencies by 0.79 or 79%. This means 79% of the impact online games have on student learning while for the rest 21% are affected by other variables not examined by this study. Key words : Game Online, student learning


2022 ◽  
Author(s):  
Bastian Kordyaka ◽  
Jeanine Krath ◽  
Solip Park ◽  
Henrik Wesseloh ◽  
Samuli Laato

2022 ◽  
pp. 142-162
Author(s):  
Luciana Lima ◽  
Camila Pinto ◽  
Anna Unterholzner ◽  
Patrícia Gouveia

As more and more people worldwide play online games, identifying how games can help or harm players' mental health can be helpful for researchers and clinicians developing digital therapies through gaming. This chapter summarizes a scoping review focused on the relationship between digital games and mental health in the last decade. This type of review is designed to provide an overview of the existing evidence base on a particular topic. Of the 115 records selected after the first screening, 21 studies were included according to the inclusion criteria defined by the authors. From this scoping study, it is possible to recommend that even though video games are a real risk for addiction, they can work as digital therapies for psychosocial rehabilitation when administered with precaution in groups with mental disorders such as depression, high levels of anxiety, and ADHD. For this, a rigorous clinical assessment should be conducted that makes appropriate use of gamer typologies and evaluates the individual, emotional, and social factors that impact gamer behavior.


2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

The Phenomenological study investigated the perceptions of 4 Community College administrators and 2 faculty, who experienced for the first time, the process of curricular modification using Massively Multiplayer Online Games or MMOs in their Business and English programs. Since administrators and faculty are key stakeholders of any initiative for technology integration in curricular modification, the study contributed to filling the gap in the literature regarding such stakeholder perceptions and added new insights regarding easy and affordable ways to successfully and effectively integrate MMOs within the curriculum in Higher Education disciplines.


Kinesik ◽  
2021 ◽  
Vol 8 (3) ◽  
pp. 275-283
Author(s):  
Muhammad Wahid ◽  
Ahmad Fauzan

The development of this technology has a big influence on its users, especially with the emergence of online gaming applications in smartphones. Gameonline is one of the things that are popular among gadget users, this can be seen with the emergence of various types of online games on the smartphone. With the presence of online games and excessive use will cause concern, especially on changes in attitudes and behavior patterns of its users. This research aims to find out and provide an overview of how the behavior patterns of Untad communication science students in doing activities to play Gameonline. Research methods use qualitative methods. Data collection techniques are in observations and depth interviews. The results showed that the behavior patterns of gameonline users showed significant changes, behavior patterns formed provided changes that are different from the previous one. Of course, this change in behavior patterns when they have known and started addicted to playing online games so that the changes that appear to change their daily habits.


Author(s):  
Azlin Atika Putri ◽  
Yesi Novitasari ◽  
Siti Fadillah

This study aims to determine whether bullying behavior influences children's self-esteem aged 5-6 years in Mutiara Cendekia Early Childhood Education (ECE) in Pekanbaru, Indonesia. This research is quantitative using the simple linear regression formula. The sampling technique used is total sampling. The results showed that bullying behavior is significantly related to the children's self-esteem. It also indicated that children aged 5-6 years who play online games have high self-esteem. While the remaining 43.6% is influenced by other factors not examined. These findings should be a concern to parents and teachers to control the use of online games for children.


2021 ◽  
Author(s):  
Qiaoyue Wei ◽  
Shengjie Zhang ◽  
Yuli Pan ◽  
Hong Hu ◽  
Fenglan Chen ◽  
...  

Abstract Background: The growing popularity and frequency of online games use has resulted in a large number of studies reporting various mental problems associated with its abuse in adolescents. In this article, we examined the prevalence of pathological online games use (POGU) and explored the associations of the POGU with anxiety and insomnia symptoms with minority youth in China.Methods: 1494 students completed a questionnaire of Problematic Online Gaming Questionnaire Short-Form (POGQ-SF), Generalized Anxiety Condition iems (GAD-7), and the Athens Insomnia Scale (AIS). Chi-square and binary logistic regression analysis were used to explore the association between pathological online games and anxiety/insomnia. Results: 356 (23.83%) respondents reported they had pathological online games use. Chi-square analysis shows that gender, grade, marital status of parents and exercise situation were significantly associated with POGU. Binary logistic regression analysis showed that those who had POGU were at significantly higher risk for anxiety and insomnia, compared to those who without POGU.Conclusion: We found a high incidence of POGU and a positive association among anxiety, insomnia and POGU. Thus, special focus should be paid to those who have suffered POGU. And, it is worth addressing the adverse effects of POGU on anxiety and insomnia.


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