HIPERREALITAS DUNIA MAYA DALAM GAYA HIDUP GAMERS GAME ONLINE

Amijoyo, Bintoro Cokro (2016) HIPERREALITAS DUNIA MAYA DALAM GAYA HIDUP GAMERS GAME ONLINE. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Game online merupakan salah satu produk dari perkembangan teknologi yang saat ini sudah menjadi sebuah permainan yang populer dikalangan remaja atau generasi muda diseluruh dunia. Indonesia juga merupakan negara yang perkembangan teknologinya cukup pesat sehingga game online banyak beredar di Indonesia dan terlihat betapa besarnya antusias para gamers terutama di kota-kota besar seperti pada Kota Bandung yang menjadi lokasi penelitian ini. Tujuan dari penelitian ini adalah untuk melihat bagaimana game online dapat berdampak terhadap pemainnya sehingga menjadi suatu gaya hidup dan melihat bentuk hiperrealitas didalamnya. Peneliti menggunakan pendekatan kualitatif dengan metode studi kasus. Data diperoleh melalui teknik wawancara, observasi, dan studi literatur. Dari hasil penelitian ditemukan bahwa, pertama; gaya hidup gamers game online terlihat dari pola kehidupan mereka, waktu luang mereka yang terbuang percuma karena selalu digunakan untuk bermain game, penggunaan uang yang kurang bermanfaat dan lingkungan pergaulan yang menjadikan mereka ingin selalu berada di komunitas sesama pemain game online. tersebut. Kedua; motivasi mereka bermain game online terlihat dari tiga komponen, yaitu achievement (keinginan mencapai suatu prestasi di dalam game), social (keinginan bersosialisasi dengan gamers lainnya), dan immersion (penghayatan atau keinginan mendalami game tersebut). Ketiga; terdapat faktor internal dan ekternal yang menjadi penyebab gamers menjadi adiksi bermain game online, faktor eksternal yaitu dari pengaruh kelompok referensi dan kurangnya pengawasan keluarga, faktor internal yaitu sikap dan kepribadian serta daya tarik dari game online itu sendiri. Keempat; terdapat dampak positif dan negatif dari gaya hidup gamers game online, tetapi lebih banyak dampak negatif seperti gangguan kesehatan, penurunan prestasi dan kurangnya bersosialisasi. ;--- Online gaming is one of the products of technological development which has now become a popular game among teenagers or young people throughout the world. Indonesia is also a country whose technological progress quite rapidly so that online games are circulating in Indonesia and it can be seen how great the enthusiastic gamers, especially in big cities such as Bandung, the research location. The purpose of this research is to see how the online game can have an impact on players so it becomes a lifestyle and see the form of hyperreality. Researchers used a qualitative approach with case study method. Data obtained through interview, observation, and literature studies. The research found that, first; lifestyle of online game players can be seen from the pattern of their lives, their free time is wasted because it is always used to play online games, the use of money that is not benefit for themself and the social environment that makes them always want to be in the community of fellow online gamers. Second; their motivation to play the online game, can be seen from three components, namely, achievement (the desire to reach an achievement in the game), social (the desire to socialize with other gamers), and immersion (appreciation or desire to explore the game). Third; there are internal and external factors that cause online gamers become addicted playing online games, the external factors are the influence of references group and the lack of family control, internal factors are the attitude and personality as well as the attractiveness of the online game itself. Fourth; there are positive and negative effects of online gamer lifestyle, but more negative impacts such as health problems, decrease in achievement and lack of socializing.

Item Type: Skripsi Tesis Atau Disertasi (S1)
Additional Information: No.panggil : S SOS AMI h-2016; Pembimbing : I.Siti Nurbayani, II.Warlim Isya.
Uncontrolled Keywords: Adiksi, game online, gaya hidup, Addiction, lifestyle, online games.
Subjects: H Social Sciences > HM Sociology
T Technology > T Technology (General)
Divisions: Fakultas Pendidikan Ilmu Pengetahuan Sosial > Sosiologi
Depositing User: Mr mhsinf 2017
Date Deposited: 04 Sep 2017 09:05
Last Modified: 04 Sep 2017 09:05
URI: http://repository.upi.edu/id/eprint/25656

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