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2022 ◽  
Author(s):  
adi suantara

Tik Tok is a short video platform developed by a Chinese company. The social media application Tiktok allows its users to be creative with music, filters, and several other features with video durations from 15 seconds to 1 minute. The United States occupies the top rank of Tik Tok users with 65.9 million, while Indonesia ranks fourth with 30.7 million users in 2020. The large number of active Tik Tok users in Indonesia can certainly provide opportunities for online game YouTubers. especially PUBG Mobile to make tik tok social media a marketing medium. There are 7 PUBG Mobile Youtubers who use tik tok social media as marketing media, including; Bang Alex, EJ Gaming, Kimi Hime, Benny Moza,Sarah Vilod, Bang Pen, and Zuxxy Gaming. This study aims to calculate the credibility of the tik tok 7 Youtuber PUBG Mobile account performance using quantitative methods. The results of this study show that youtubers from the Zuxxy Gaming account get the first rank and have good account performance credibility.


2021 ◽  
Vol 19 (2) ◽  
pp. 962
Author(s):  
Angeline Vivian Tjahyadi ◽  
Ersa Lanang Sanjaya

Tujuan dari penelitian ini adalah untuk menguji korelasi antara self-esteem dan stress terhadap perilaku harassment di online game. Ada 136 responden dewasa awal yang berpartisipasi dalam penelitian ini, mereka semua dipilih menggunakan teknik non-probability sampling. Penelitian ini menggunakan metode kuantitatif. Setiap partisipan diminta menyelesaikan Rosenberg Self-Esteem Scale (RSES), Kessler Psychological Distress Scale, dan skala The Video Game Harassment Scale milik Fox and Tang. Semua skala telah terbukti reliable dimana alpha cronbach untuk RSES adalah 0.856, 0.917 untuk Kessler Psychological Distress Scale, dan 0.806 untuk skala The Video Game Harassment Scale. Hasil menunjukan bahwa ada korelasi yang signifikan antara stress dan harassment (r = 0.197, p = 0.022), dan tidak ada korelasi signifikan antara self-esteem dan harassment (r = -0.062, p = 0.472)


Author(s):  
Diki Irwandi ◽  
Ruhban Masykur ◽  
Suherman Suherman

The purpose of the study was to determine the correlation between the level of online game addiction and student achievement in the Mathematics Education Study Program, UIN Raden Intan Lampung. The method in this research was quantitative with the type of correlation research. The data collection technique used a questionnaire and tested it to see the validity and reliability. The data analysis technique in this study used the normality test using the Kolmogorov Smirnov method and the linearity test using SPSS software version 24.0, and hypothesis testing using a correlation test with a significant level of 0.05 or 5%. The study results were that of the 30 questionnaires tested, 25 questions were feasible to use. The reliability test has a value of rcount > rtable. The normality test got a significant value of 0.065 and 0.066 on online game addiction and learning achievement. So it can be said that there is a significant correlation between student achievement and online game addiction, and the value is 0.307, which means correlation


2021 ◽  
pp. 41-47
Author(s):  
Irina Kiryshina

The article is addressed to the legal analysis of advertising placed in video games. Topical issues of the concept of advertising are touched upon from the point of view of its compliance with the legal definition enshrined in the Federal Law "On Advertising". There has been analized the distribution of advertising in video games, such as ads embedded in game content, including "product placement". In Russian legislation, there is an analogue of this category which is defined by the legislator as “references to a product, means of its individualization, about a manufacturer or seller of a product, which are organically integrated into works of science, literature or art”. The conclusion is made about the possibility of qualifying this technique as an advertisement in the absence of a sign of "organic integration". The examples of judicial and law enforcement practice of inorganic integration are considered. In such cases, the disseminated information is recognized as advertising, in respect of which the requirements of advertising legislation regarding restrictions on advertising of tobacco and alcohol, weapons and a number of other goods must be observed. There are special requirements for video games for minors in order to protect their rights. The author presents the position regarding the qualification of targeted advertising from the point of view of its compliance with such a sign of advertising as being addressed to an indefinite group of people. The conclusion is supported by the argument that personalization of an advertising message does not exclude its qualification as an advertisement. The problem of advertising distribution in computer games, including multiplayer games, carried out via the Internet, where obtaining the preliminary consent of the online game user to receive advertising is achieved by including this condition in the user agreement, is investigated. The conclusion is made about the need to improve legal regulation in the studied field.


2021 ◽  
Vol 10 (2) ◽  
pp. 222-227
Author(s):  
Nur Hidaayah ◽  
Esti Yunitasari ◽  
Hanik Endang Nihayati ◽  
Imamatul Faizah ◽  
Hilliyatul Aulia Makhsusoh ◽  
...  

Background: Factors that trigger stress in adolescents are academic, interpersonal, and family stress. The teenager will feel happy just by playing various game online applications contained in smartphones, but the problems that were previously faced were not resolved.  Objectives: This study aimed to determine the relationship between stress levels and online game addiction in adolescents at Hidayatul Ummah High School Surabaya. Methods: This study used an observational approach with a cross-sectional method. The population in this study were all students of classes X, XI, and XII, totaling 80 students. The sample size is 80 students with the Simple Random Sampling method. Data analysis using Spearman Rank test. The variables in this study are stress levels and online game addiction. The instrument used to measure stress level is a Perceived Stress Score (PSS) and Measurement of game addiction using the Indonesian Online Game Addiction Questionnaire. Results: The results of data analysis using the Spearman Rank test with the results = 0.002 which means there is a significant relationship between stress levels and online game addiction in adolescents at Hidayatul Ummah High School Surabaya. The results in this study were the students of grades X, XI, and XII at Hidayatul Ummah High School Surabaya experienced a moderate level of stress with online game addiction in the category of severe addiction. Conclusion: The level of stress with online game addiction carried out at Hidayatul Ummah High School Surabaya mostly experienced moderate stress levels and heavy category addiction to online games.


2021 ◽  
Author(s):  
Nikita Yadav

The present study was aimed to examine the cognitive functions among adolescents with online game addiction behaviour. For the present study 60 adolescents who play online games were been studied living in Delhi-Ncr region following cross-sectional research design. The instruments used encompassed of a demographic data sheet, Game addiction scale, Stroop color word test, Trail making test, Eysenck’s series of digit span test and n-beck test. The obtained data was been analysed by using SPSS to see the relationship between cognitive functions and game addiction with Pearson-r, frequency distribution and correlation. The findings indicated that gamers who remained preoccupied with playing had difficulty in color naming and indicates withdrawal feature that interfere in their retrieval. And also indicates that online gamers who experienced conflict due to online gaming had significantly deficit in attention and concentration.


Author(s):  
Sununta Srisiri ◽  
Songmongkorn Mootin

This study was examined the effect of the online Game-based learning versus the Group-Based Flipped Classroom online learning experiences about drug abuse prevention on the learning achievement among grade 10 students in Bangkok, Thailand. Classroom action research was implemented among grade 10 students at high school in Bangkok selected through purposive. Two comparable classrooms were assigned to either the online game-based learning or group-based flipped online learning for 2 weeks. The instruments employed in the study consisted of: (1) a flipped classroom model with online group investigation, (2) an online game-based model as individual learning, (3) the learning achievement—drug abuse prevention cognitive test. Independent t-test was analyzed to test the effectiveness of the two interventions. It revealed there was a significant difference in the learning achievement of drug abuse prevention given to those who were exposed to online game-based learning and those who were exposed to group-based flipped classroom online learning (t= 3.945, n1= 43, n2= 39, p= 0.000). From the study, high school students who were exposed to the online game-based learning performed better to those exposed to group-based flipped classroom online learning. Teachers are to encourage students to use individual learning to improve performance.


2021 ◽  
Author(s):  
I Kadek Agus Hendra Jaya Kusuma

Instagram was founded on October 6, 2010, by Kevin Systrom and Mike Krieger taken from the words instant and telegram. This merger means that Instagram is a social media that can display photos instantly and quickly. In Indonesia, the number of Instagram users until July 2021 is 91.77 million users. The largest users are in the 18-24 year age group, which is 36.4%. Instagram is the third most used social media platform, after YouTube and WhatsApp. The high number of active Instagram users in Indonesia makes Instagram not only a platform for delivering information. However, it has the potential to become a platform for the online game lover community in Indonesia, which has a fairly wide community. Currently, quite a lot of esports teams in Indonesia have Instagram accounts for online gaming communities, for example, the most successful esports team in Indonesia. The 7 Most Successful Esports Teams in Indonesia, including Onic Esports, PG. Barracx, Aerowolf, Bigetron Esports, Boom ID, RRQ, and Evos Esports. This study uses a quantitative exploratory method, which will calculate using the ratios on Instagram. The results of this study indicate that the RRQ esports team has better account credibility for Instagram account performance compared to other esports teams.


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