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Hasil Pencarian

Ditemukan 2 dokumen yang sesuai dengan query
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Ruth Indrayani Cussoy
"Selama dekade terakhir, teknologi telah berkembang dalam berbagai macam aspek, salah satunya dalam bidang permainan. Internet juga dapat digunakan dalam permainan untuk menciptakan permainan daring agar pemain dapat bersaing dengan pemain lain dari seluruh pelosok dunia. Untuk mefasilitasi perkembangan ini, Discord diciptakan sebagai suatu media interaksi digital yang menyediakan beberapa fitur seperti pengiriman teks, voice atau video call, maupun streaming. Melalui observasi non partisipan pada beberapa server yang ada di Discord, terbukti bahwa aplikasi ini memiliki fungsi untuk memberi wadah agar anggota dapat menciptakan sinergi maupun kompetisi dalam bermain, memberi fitur anonimitas, memperluas jaringan sosial serta membangun hubungan yang lebih dekat antar anggota.
......During the last decade, technology has developed in various aspects, one of which is in the field of games. The internet was recently incorporated in the gaming field to create online games so that players can compete with other players from all corners of the world. To facilitate this development, Discord was created as a digital interaction medium that provides several features such as sending text, voice or video calls, as well as streaming. Through non-participant observation on several servers on Discord, it is evident that this application has a function to provide a forum for members to create synergy and competition in playing a game, provide anonymity features, expand social networks and build closer relationships between members."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2022
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UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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"The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field."
Singapore: Springer Singapore, 2019
e20510219
eBooks  Universitas Indonesia Library