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Hasil Pencarian

Ditemukan 13328 dokumen yang sesuai dengan query
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Nyoto Kurniawan
Jakarta: Elex Media Komputindo, 2009
790.1 NYO m
Buku Teks SO  Universitas Indonesia Library
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Bintang Satrya Leksono
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Penelitian ini berfokus kepada bagaimana video game genre RPG dapat menghasilkan sebuah kesadaran dalam diri pemain bahwa mereka ‘ada’ dalam dunia virtual game RPG tersebut dan bagaimana keberadaan kesadaran ini dapat berdampak secara eksistensial kepada pemain. Penelitian ini dilakukan dengan menggunakan pemikiran tokoh eksistensialisme virtual Stefano Gualeni, yang menamakan kesadaran atas keberadaan dalam dunia virtual ini dengan subjektivitas virtual. Dengan menggunakan metode penelitian kajian kualitatif, yaitu metode kajian literatur, penulis mengumpulkan berbagai karya literasi sebagai sumber data. Hasil dari penelitian terhadap subjektivitas virtual dalam video game genre RPG melalui pemikiran eksistensial virtual Stefano Gualeni ini menunjukkan bahwa video game RPG dapat menghasilkan dampak eksistensialis pada pemainnya melalui subjektivitas virtual. Melalui subjektivitas virtual ini, pemain dapat merefleksikan nilai dan keyakinan yang dia miliki, merasakan subjektivitas baru, dan mengambil sikap reflektif terhadap keberadaan dan subjektivitas aktual mereka. Namun, kendati dampak yang dihasilkan dapat bermakna positif bagi pemain, terdapat pula kemungkinan dimana mereka menjadi terlalu terikat dengan subjektivitas virtual mereka, sehingga menyebabkan pemain untuk meninggalkan subjektivitas aktual mereka. Aspek positif dan negatif dari subjektivitas virtual ini merupakan dua hal yang saling terikat, sehingga interaksi dengan subjektivitas virtual ini perlu dilakukan dengan hati-hati.


This research focuses on how Role-Playing video games can produce an awareness in the players that they 'exist' in the virtual world of the game and how the presence of this awareness can have an existential impact on players. This research is conducted using the thoughts of virtual existentialism thinker Stefano Gualeni, who refers to the awareness of existence in this virtual world as virtual subjectivity. By using a qualitative study research method, namely the literature review method, the author collects various literary works as data sources. The results of this research on virtual subjectivity in RPG genre video games through Stefano Gualeni’s virtual existential thinking show that RPG video games can produce an existential impact on players through virtual subjectivity. Through this virtual subjectivity, the player can reflect on the values and beliefs he or she holds, experience new subjectivities, and take a reflective stance toward their actual existence and subjectivity. However, although the resulting impact can be positive for players, there is also the possibility that they become too attached to their virtual subjectivity, causing players to abandon their actual subjectivity. The positive and negative aspects of virtual subjectivity are two things that are interrelated, so interactions with virtual subjectivity need to be done carefully.

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Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2024
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Connolly, Thomas M.
""This book addresses issues the potential of games to support learning and change behaviour offering empirical evidence pertaining to the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment"
Hershey, P.A.: Igi Global, 2014
794.801 9 CON p (1)
Buku Teks SO  Universitas Indonesia Library
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Nyoto Kurniawan
Jakarta: Kompas Gramedia , 2009
004.678 NYO m
Buku Teks SO  Universitas Indonesia Library
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Kuryanovich, Egor
"HTML5 games most wanted gathers the top HTML5 games developers and reveals the passion they all share for creating and coding great games. You'll learn programming tips, tricks, and optimization techniques alongside real-world code examples that you can use in your own projects. The book is packed full of JavaScript, HTML5, WebGL, and CSS3 code, showing you how these fantastic games were built and passing on the skills you'll need to create your own great games. Whether you're a coding expert looking for secrets to push your games further, or a beginner looking for inspiration and a solid game to build on and experiment. Topics and games covered include building complexity from simplicity in A to B, how to create, save, and load game levels in Marble Run, creating fast 3D action games like Cycleblob, and tips on combining the entangled web of HTML5 technologies brilliantly shown in Far7."
New York: Springer, 2012
e20425539
eBooks  Universitas Indonesia Library
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Anindya Asri Hastungkara
"Penelitian ini dilakukan untuk melihat pengaruh kepribadian berdasarkan Big Five Theory dan motivasi dalam bermain game online terhadap tingkat adiksi pada gamer MMORPG. Alat ukur Indonesian Online Game Addiction Questionnaire digunakan untuk mengukur tingkat adiksi responden (Jap, Tiatri, Jaya, & Suteja, 2013), sedangkan pengukuran kepribadian dilakukan menggunakan Big Five Inventory (John & Srivastava, 1999) yang telah diadaptasi. Jumlah responden yang digunakan sebanyak 82 orang dengan karakteristik berada pada tahap perkembangan late adolescence dan bermain game online MMORPG selama 6 bulan terakhir.
Hasil yang diperoleh dari penelitian ini adalah tidak adanya pengaruh yang signifikan dari kepribadian maupun motivasi dalam bermain game terhadap adiksi yang dimiliki individu. Walaupun ditemukan korelasi yang signfikan antara adiksi terhadap game online dengan tingkat extraversion individu dan durasi bermain selama seminggu.

This research was conducted to see the effect of personality and gamers’ motivation of playing on MMORPG addiction. Indonesian Online Game Addiction Questionnaire was used to measure online game addiction (Jap, Tiatri, Jaya, & Suteja, 2013), while personality was measured using an adaptation of Big Five Inventory (John & Srivastava, 1999). Total respondents used in this research are 82 people from online games forums and communities. Respondents are late adolescents and plays MMORPG for the past 6 months.
The results from this research show that neither personality nor motivation of playing have any significant effect on MMORPG addiction. Yet there is negative significant correlation between extraversion and their duration of playing in a week with their addiction.
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Depok: Fakultas Psikologi Universitas Indonesia, 2013
S47127
UI - Skripsi Membership  Universitas Indonesia Library
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Abdan Syakuura
"Toxic Behaviour (TB) dapat menyebar dengan cepat dalam komunitas video game, serta dapat memberikan dampak negatif dan merusak pengalaman bermain. Empati diketahui dapat menurunkan kecenderungan seseorang untuk melakukan TB. Empati juga tidak terpengaruh oleh video game kekerasan dalam jangka panjang, dapat meningkatkan perilaku prososial, serta menurunkan kemungkinan terjadinya perilaku agresif. Oleh karena itu, penelitian ini bertujuan untuk mengkonfirmasi kembali hubungan antara TB dalam multiplayer online video game terhadap empati dengan menggunakan desain korelasional. Partisipan dalam penelitian ini berjumlah 225 orang merupakan pemain video game online aktif yang bermain secara kompetitif dengan rentang usia 13-36 tahun (M=21,22, SD= 4,71). Partisipam direkrut secara online dengan menyebarkan kuisioner ke berbagai komunitas video game. Penelitian ini menggunakan alat ukur Toxic Behaviour Scale (TBS) dan Basic Empathy Scale (BES) yang dilakukan secara daring. Hasil dari penelitian ini menunjukkan bahwa, tidak terdapat hubungan antara antara toxic behaviour dalam multiplayer online video game terhadap empati. Selain itu, TB terbukti memiliki hubungan positif terhadap total waktu bermain video game, serta memiliki hubungan negatif terhadap umur.

Toxic Behaviour (TB) can spread quickly among the gaming community, also it caused negative effects and ruined gaming experience. Empathy is known to be reducing one’s toxic behaviour. Empathy also doesn’t get affected by violent video games in the long term, instead it improves prosocial behaviour and reduces aggressive tendencies. Hence, this study is conducted to reconfirm the correlation of Toxic Behaviour in Multiplayer Online Video Game toward Empathy by using correlational research. Participants in this research are 225 active online video game players who play competitively with age ranged from 13-26 years old (M=21,22; SD= 4,71). Participants were recruited online by distributing questionnaires to various video game communities. This study used Toxic Behaviour Scale (TBS) and Basic Empathy Scale (BES) as measurement instruments. The results of this study indicated, that there is no correlation of toxic behaviour in the multiplayer online game toward empathy. In addition, TB was shown to have a positive correlation with total video game playing time, and a negative correlation with age."
Depok: Fakultas Psikologi Universitas Indonesia, 2021
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Ni Made Wibhuti Bhawani
"Toxic behavior adalah perilaku yang sering dijumpai dalam gim daring terutama pada gim bergenre Multiplayer Online Battle Arena (MOBA). Penelitian ini bertujuan untuk melihat hubungan antara kesulitan dalam regulasi emosi dan toxic behavior pada pemain gim bergenre MOBA. Kesulitan dalam regulasi emosi diukur menggunakan Difficulties in Emotion Regulation Scale - 16 item version (DERS-16), dan toxic behavior diukur menggunakan Toxic Behavior Scale. Partisipan penelitian ini terdiri dari 123 pemain gim MOBA dalam rentang usia 18-33 tahun (M=21.31, SD=2.43, 65,85% perempuan). Hasil analisis korelasi menggunakan teknik statistik Pearson menunjukkan bahwa terdapat hubungan positif dan signifikan antara kesulitan dalam regulasi emosi dan toxic behavior (r=0.313, p < 0.01). Hasil penelitian ini mendukung hipotesis peneliti yang menyatakan bahwa semakin tinggi tingkat kesulitan dalam regulasi emosi seseorang maka semakin tinggi tingkat toxic behavior yang dimiliki. Penelitian ini memberikan bukti tambahan bahwa regulasi emosi merupakan salah satu aspek yang dapat diperhatikan dalam pengembangan gim karena memiliki hubungan dengan toxic behavior yang membuat kepuasan bermain gim secara keseluruhan menurun.

Toxic behavior is a behavior that is often found in online games, especially in Multiplayer Online Battle Arena (MOBA) genre games. This study aims to look at the relationship between difficulties in emotion regulation and toxic behavior in MOBA genre game players. Difficulties in emotion regulation were measured using the Difficulties in Emotion Regulation Scale - 16 item version (DERS-16), and toxic behavior was measured using the Toxic Behavior Scale. The participants of this study consisted of 123 MOBA game players in the age range of 18-33 years (M=21.31, SD=2.43, 65.85% female). The results of correlation analysis using Pearson statistical techniques showed that there was a positive and significant relationship between difficulties in emotion regulation and toxic behavior (r=0.313, p<0.01). The results of this study support the researcher's hypothesis which states that the higher the level of difficulty in regulating one's emotions, the higher the level of toxic behavior. This study provides additional evidence that emotion regulation is one aspect that can be considered in game development because it has a relationship with toxic behavior that makes overall game play satisfaction decrease. "
Depok: Fakultas Psikologi Universitas Indonesia, 2024
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Kirkpatrick, Graeme, 1963-
"In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and fun. In the process, play with computers became computer gaming; a new cultural practice with its own values."
Cambridge, UK: Polity Press, 2013
794.8 KIR c
Buku Teks SO  Universitas Indonesia Library
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Harding, Luke, 1968-
"The story of Edward Snowden and his shocking surveillance revelations. Edward Snowden was a 29-year-old computer genius working for the National Security Agency when he shocked the world by exposing the near-universal mass surveillance programs of the United States government. His whistleblowing has shaken the leaders of nations worldwide, and generated a passionate public debate on the dangers of global monitoring and the threat to individual privacy. In a tour de force of investigative journalism that reads like a spy novel, award-winning Guardian reporter Luke Harding tells Snowden's astonishing story--from the day he left his glamorous girlfriend in Honolulu carrying a hard drive full of secrets, to the weeks of his secret-spilling in Hong Kong, to his battle for asylum and his exile in Moscow. For the first time, Harding brings together the many sources and strands of the story--touching on everything from concerns about domestic spying to the complicity of the tech sector--while also placing us in the room with Edward Snowden himself. The result is a gripping insider narrative--and a necessary and timely account of what is at stake for all of us in the new digital age."
London : Guardian, 2016
327.127 HAR s
Buku Teks SO  Universitas Indonesia Library
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