The Impact of Online Games on the Network Teaching Interaction Design

Author(s):  
Wang Daping ◽  
Wang Lin ◽  
Zhang Junhua ◽  
Meng Hong ◽  
Guo Xin
2020 ◽  
Vol 5 (2) ◽  
Author(s):  
Sapar Junoko

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>Technological progress is something that can not be avoided in today's life. One of the results of technological development is the internet, one of its benefits is as a means of entertainment, for example to play online games. Online games themselves are not only played from computer games but can also be played on smartphones, online games are much loved by teenagers because online games themselves are a means of entertainment for them but most teenagers are addicted to playing online games. Online games themselves have positive and negative impacts, but if playing excessive online games can have positive impacts which are definitely addicted to playing continuously. The main study of this research focuses on the identification, analysis and design of Video Motion Graphic works and other supporting media. This design uses premedia media planning methods, playing media and media follow-up. Data collected through, observation, interviews, literature and website. The data is then identified, classified, selected, then analyzed using the 5W + 1H method and interpreted according to the text and context. The design of the social media campaign of the impact of online games for teens in the city of Palembang as a visual communication media which is part of the design discussion. This design aims to encourage adolescents to reduce and reduce the number of addictions due to online games especially teenagers in the city of Palembang in order to be able to balance between playing online games and learning to get achievements in education. </span></p></div></div></div>


PERSPEKTIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Devita Rani ◽  
Effiati Juliana Hasibuan ◽  
Rehia K. Isabela Barus

<h1>Mobile   Legends   Online   Games:   Bang   Bang   is   one   manifestation   of   technological development in new media. The purpose of this study was to find out how the positive and negative impact of playing Mobile Legends: Bang Bang online games to FISIP UMA students who play games. The theory used in this study is communication, new media, positive and negative online games. The method used is a qualitative method. Where the informants fifth in FISIP UMA students. Data collection techniques are carried out by means of participatory observation, in-depth interviews and documentary evidence. The result of the study show that the impact of playing Mobile Legends is influenced by the attitude of the players, indifferent to the social environment, wasteful in terms of time and economy, can get new friends in cyberspace from other countries so as not to limit interaction, add insight and experience about technology.</h1><h1><strong> </strong></h1><h1> </h1>


2022 ◽  
Vol 2 (2) ◽  
pp. 83-89
Author(s):  
Partonduhan aritonang Partonduhan aritonang ◽  
Parsaoran Tamba ◽  
Jemmy Charles Kewas

PENGARUH GAME ONLINE TERHADAP CARA BELAJAR MAHASISWA JURUSAN PENDIDIKAN TEKNIK MESIN UNIVERSITAS NEGERI MANADO Partonduhan Aritonang1, I. P. Tamba2, Jemmy Charles Kelas3 1,2,3Jurusan Pendidikan Teknik Mesin, Universitas Negeri Manado, Kab. Minahasa e-mail: [email protected], [email protected], [email protected]   ABSTRAK Mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang merupakan anak-anak perantau kini telah mendapatkan dampak yang sangat nyata dari permainan game online. Terbukti dari banyaknya mahasiswa yang ikut ambil bagian dalam permainan ini, dari hasil pengamatan peneliti selaku mahasiswa yang aktif mendapatkan banyak data bahwa mahasiswa Pendidikan Teknik Mesin Universitas Negeri Manado yang aktif bermain memiliki kemampuan cara belajar yang kurang aktif dalam pembelajaran. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif. Metode pengumpulan data yang digunakan yakni kuisioner atau angket. Teknik analisi data yang digunakan dalam penelitian ini yaitu analisis statistik deskriptif, Teknik Analisis Regresi dan pengujian hipotesis.Hasil dari penelitian ini yakni : bahwa pengaruh game online (X) terhadap cara belajar mahasiswa (Y) pada taraf t hitung > t tabel dan hasil uji korelasi rxy 0849. Game online berpengaruh signifikan terhadap cara belajar. Ini dapat dibuktikan dari hasil nilai Fhitung sebesar 4.113 dan nilai signifikansi Ftabel 0.00 < 0.05. Besarnya koefisien determinasi sebesar 0.79 atau 79%. Hal ini berarti 79% pengaruh game online terhadap cara belajar mahasiswa sedangkan untuk selebihnya 21% dipengaruhi oleh variabel lain yang tidak diteliti oleh penelitian ini.   Kata kunci : Game Online, Cara Belajar Mahasiswa THE INFLUENCE OF ONLINE GAMES ON HOW STUDENTS STUDYING MECHANICAL ENGINEERING AT MANADO STATE UNIVERSITY ABSTRACT Manado university's advanced mechanical engineering student who is a migrant child has now had a very real impact on online gaming. It is evident from the many students participating in the game that researchers as active university students have received a wealth of data that students studying engineering at manado state university who actively play have a learning ability that is less active in learning. The study USES a quantitative descriptive study method. The data collection method used was "questionnaire or angket." The data analysis used in the study are descriptive statistical analysis, regression analysis and hypothetical testing. The results of this study are: that how online games affect students' learning (y) at a level of t count > t tables and rxy 0849 cordating results. Online games significantly affect how to learn. This can be verified from the results of the ftable value of 4,113 and the significance of ftable 0.00. Critical coefficiencies by 0.79 or 79%. This means 79% of the impact online games have on student learning while for the rest 21% are affected by other variables not examined by this study. Key words : Game Online, student learning


Author(s):  
Aanchal Aggarwal ◽  
Nupur Arora

This chapter will expound on the concept of gamification and its adoption by various brands. It will be focusing on advergaming, which is one of the very famous applications of gamification. The chapter will elucidate the various launch details of advergaming applications by various firms and brand websites including online games, social network sites, and interactive digital television. It will also discuss the techniques underlying gamification, which include game mechanics and game dynamics, which will also reveal the impact of advergaming on consumer engagement and decision making to buy a product or not and also the benefits to the brand site. The chapter will also explain the techniques and strategies of advergaming used by various product websites nationally and internationally and their effect on consumers and the product or brand websites.


2014 ◽  
Vol 10 (1) ◽  
pp. 33-52
Author(s):  
Kay F. Hildebrand ◽  
Tim A. Majchrzak

Computer games have become an influential socio-economic phenomenon. Millions of people play online games regularly. At the same time, game vendors' revenues are increasing. As a new emergence, virtual (i.e. in-game) goods are traded for real money. However, not much research has been conducted on the monetary effects of virtual economies. Therefore, the authors present the theoretical background and a study aiming to understand how game vendors' actions reflect on the monetary value of virtual goods. The study is based on a huge dataset gained from Web shops that were monitored over a period of several months. The data was analysed in order to find out whether effects known from real economies apply to their virtual counterparts. A reset of the virtual economy allowed us to exactly follow price developments. The authors present and discuss their findings, as well as derive directions for future research.


i-com ◽  
2018 ◽  
Vol 17 (3) ◽  
pp. 211-218
Author(s):  
Bernard Robben ◽  
Bardo Herzig ◽  
Tilman-Mathies Klar ◽  
Heidi Schelhowe

AbstractWe propose a framework of Interaction Design for Reflective Experience (RED). “Begreifbare” (graspable, in the sense of tangible and comprehensible) learning environments embody a designed experience that combines abstraction and concreteness, perception and cognition, and thus emphasizes both the impact of tangible, embodied interactions and the importance of symbols and signs for reflective experience. Our framework is based on the categories of space and experience, model and reflection.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Melissa De Zwart

The recent (February 2009) defection of a key member of the Band of Brothers Alliance in EVE caused a major restructure of the EVE gaming environment, much to the joy of the game’s operators, CCP games. (So much so, that many accused them of having staged an ‘inside job’ to disrupt the stranglehold of BoB). The defection was made possible through the design of the game and the need to maintain corporate structures to effect control over key regions. The defection of Haargoth was catastrophic to BoB, destroying years of player time and significant real money investment in game time. Some calls were made for CCP to intervene, but such action would have contradicted the game character of EVE itself as a piractical world. If such conduct had occurred in the corporate world of any RL nation, clear demands for regulatory control would have been acceded to (see, for example, the demand for repayment of AIG bonus payments made to executives). In another virtual world, World of Warcraft, the operators Blizzard, have recently announced (March 2009) a new policy regarding add-ons, which will affect the way in which many keen WoW participants will interact with the game. This follows on from the litigation regarding Glider, which divided the WoW community regarding what is acceptable in terms of mods and automated play. Again response to the add-on policy has attracted heated debate in the dedicated WoW community. The relationship between practice and theory regarding treatment of mods and add-ons by Blizzard has been inconsistent and frustrating for many keen WoW players. The legal status of mods and add-ons in other worlds remains unclear. Finally, the operators of Entropia have just announced that they have been granted a banking licence in Sweden. It remains to be seen how this will impact on the gaming experience and the regulation of that experience by external authorities. This article will consider the important influence of game design and game governance on the nature of the player’s experience. It will also compare social world environments, such as Second Life. It will consider increased calls for inworld regulation and the impact this would have on the nature of the players’ experience. It will explore the need to acknowledge the particular nature of the world under consideration and discuss ways how this might be respected and protected. It will consider the relationship between real world laws, inbuilt game standards and the players’ own negotiated understanding of the world with which they are engaged and how this may change over time, according to gaming experiences and investment in the game world. It will explore the relationship between the underlying governance structures of the virtual world and the developing nature of that world and make suggestions regarding the possible effects of law reform and standards setting in this area. This paper will build on work I have been doing on virtual world governance, such as ‘Legal Issues in Virtual Worlds: Governance and Intellectual Property’, a presentation to the OECD Workshop on Innovation and Policy for Virtual Worlds, 11 March 2009, http://www.oecd.org/dataoecd/54/2/42347580.pdf; my contribution to the ENISA Position Paper: Virtual Worlds, Real Money, Security and Privacy in Massively- Multiplayer Online Games and Social and Corporate Virtual Worlds, November 2008, http://www.enisa.europa.eu/doc/pdf/deliverables/enisa_pp_security_privacy_virtualworlds.pdf; ‘The dark side of online games : fraud, theft and invasion of privacy’, (2009) 11(9) Internet Law Bulletin 147-151 and ‘Governance and the Global Metaverse,’ (with David Lindsay) presented at the Cybercultures Conference , Salzburg, 15 March 2009, http://www.inter-disciplinary.net/critical-issues/cyber/cybercultures/conference-programme-abstracts-and-papers/session-8-cyber-policy-and-cyber-democracy/.


2021 ◽  
Vol 2 (3) ◽  
pp. 100-104
Author(s):  
Hery Fauzi ◽  
Fahmi Sidiq

The purpose of this study was to describe the factors causing playing online games and their negative impact on students in Sukasenang Village, Tanjungjaya District, Tasikmaya Regency. The subject of this research is that it consists of students playing online games, SDN 1 Cigowak village Sukasenang. Data collection techniques in this study using observation, interviews, and documentation. The results of this study indicate that the factors that cause playing online games and their negative impact on students at the internet cafe at SDN 1 Cigowak village Sukasenang are visible and real. This is proven by the factors that cause children to play online games, namely (a) less than optimal communication between children and family members, especially parents; (b) Lack of parental supervision of children; (c) Errors in parenting patterns from parents to children; (d) The boredom or boredom of a child will be a monotonous routine. Online games have negative impacts including social impacts, psychological impacts, and physical impacts.


2020 ◽  
Vol 3 (11) ◽  
pp. 206-216
Author(s):  
Fatima Abdul Ghany Idrees

This study attempted to discover and analyse the impact of violent online games on the players’ language and behavior as well as how these expressions might harm, intimidate, and damage others’ face. It is worth mentioning that online games become the young’s playground where they interact with others and may adopt a certain type of language and behavior.  As players engage in a competitive fight of characters, they use certain communicative styles to express their feelings and emotions, including impolite expressions. Hence, this paper looked into these expressions, their responses to those expressions, and the reasons behind them. In addition, this study identified whether there is any impact in choosing these impolite expressions. Moreover, these violent gaming can provide a good field of investigation because impoliteness is widely occurring in such situations, through which people from various cultures, ages and genders come in contact to fight each other, be uncivil, and criticize and damage the other’s face. Moreover, these games may even encourage certain harmful impolite terminology and aggressive behavior to inter the players ‘repertoire and become the language of everyday use. In gathering the data, impolite expressions were collected by participating in some battles involving abusive and impolite words. Based on the results obtained, the study reached some conclusions that Culpeper’s (2005) and Spencer-Oatey’s (2002 and 2005) models are applicable in the context of violent online games. There is a big tendency that young people adopt and use various impolite expressions according to their gender and their relations for many reasons. In addition, it is widely recognized that most players have limited politeness competence and directly reply to others’ impolite language with hostility. Finally yet importantly, positive impoliteness strategies are used more than the other models, whereas quality of face was the most damaged one in Spencer-Oatey model.


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