Game Online dan Mahasiswa:(Studi tentang Respon Mahasiswa Atas Keberadaan Game Online).
Nadia Nattakuna , Heru Nugroho
2016 | Skripsi | SosiologiABSTRACT In line with the times, the gaming world has developed very rapidly, one of which is an online game. Online games are very popular with students, where the online games there are various types of games ranging from strategy games and adventure, causing an attraction for everyone who plays the online game. This study aims to identify the profile of students who conduct online gaming activity and identify the range of student response to the presence of online gaming. The research location is in Yogyakarta, especially the District of Depok Sleman. The research method is qualitative method with phenomenological approach. Qualitative methods provide a more in-depth about certain social phenomena or certain aspects of life in society. Selection of informants conducted snowball sampling, in which researchers asked someone recommended several friends or acquaintances to serve as informants in accordance with the desired criteria. The informant in the study is the online game players (status as a student) were aged 19-25 years. While the theory used is the theory of rational choice theory of James Coleman and Simulation Baudrillard. The results of the study found, first, student profiles in online gaming activity is the middle and upper social status. Hailing from various regions and various universities in Yogyakarta. They spend time in playing games online is almost every day to play and 5 to 15 hours per day. Second, the student response to the presence of online games among the students of Yogyakarta is a phenomenon that can beat the existence of websites popular themed social network. It has been implicated in all categories including among university students, where students are students who are most sensitive to the presence of a technological development. Students play is based on meeting the needs of what they do not get in the real world, which is a passion pleasure social status, economic and group interaction. Thirdly it is simulated in the game online so that they want to play and keep playing the game online. Third, the online game provides positive and negative impact. The positive impact of such increase concentration, improve the ability to speak English. While the negative impact of consumption and become highly addictive.
Kata Kunci : Game Online