Pemahaman Dampak Game Online pada Anak-Anak Nelayan di Kota Makassar
DOI:
https://doi.org/10.15575/cjik.v4i2.7999Keywords:
Keywords, Online Games, Fisherman’s Children, Makassar CityAbstract
This study aims to categorize the understanding of fishermen's children on the use of online games and the barriers to understanding the impact of online games on fisher children in Makassar City. This research uses a qualitative approach referring to case studies. Data were collected through non-participant observation and in-depth interviews with children aged 7-12 years selected by purposive sampling. The results showed that the understanding of fishermen's children's impact on online games has three categories: high understanding categories, characteristics of low duration and frequency, and increased interactivity playing with peers. In moderate understanding, children tend to share their time playing online games and learning with minimal time duration and frequency. In the low comprehension category, the characteristics of very intensive children have a very high duration and frequency of playing online games. The level of interactivity with peers is low. Second, the obstacles are the inadequate understanding of online games' impact on fishing communities due to parents' lack of supervision and assistance when using smartphones. Online games have the potential to lead to online game addiction and less focus on school learning, and potentially cost money in internet cafes
Penelitian ini bertujuan untuk mengkategorisasi pemahaman anak-anak nelayan pada penggunaan game online dan hambatan-hambatan pemahaman dampak game online pada anak-anak Nelayan di Kota Makassar. Penelitian ini menggunakan pendekatan kualitatif mengacu pada studi kasus. Pengumpulan data dilakukan melalui observasi non partisipan, dan wawancara mendalam. Hasil penelitian menunjukan bahwa, pemahaman anak-anak nelayan terhadap dampak game online memiliki tiga kategori, kategori pemahaman tinggi, karakteristiknya durasi dan frekuensi rendah, interaktifitas tinggi bermain dengan teman sebaya. Kategori pemahaman sedang, anak cenderung membagi waktu bermain game online dan belajar dengan durasi dan frekuensi waktu minim, dan kategori pemahaman rendah, karakteristiknya anak sangat intensif memiliki durasi dan frekuensi bermain game online sangat tinggi, tingkat interaktifitas dengan teman sebaya rendah. Kedua, Hambatan-hambatan rendahnya pemahaman dampak game online di lingkungan masyarakat nelayan, akibat kurangnya pengawasan dan pendampingan orang tua saat menggunakan Smartphone. Game online berpotensi menimbulkan kecanduan game online dan kurang fokus pada pembelajaran sekolah, dan berpotensi menghabiskan biaya di warung internet.References
American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed.). Arlington, VA: Author.
Aufderheide, P. (1993). Media Literacy: A Report of The National Leadership Conference on Media Literacy. Aspen: Aspen Institute.
Aziz, A. (2018). Kecanduan game online, 10 anak Banyumas alami gangguan mental. Diakses 7 September 2019, dari https://www.merdeka.com/peristiwa/ kecanduan-game-online-10-anak-dibanyumas-alami-gangguanmental.html
Baran, Stanley J. (1999). Introducing to Mass Communication Media Literacy and Culture. California, California : Mayfield Publishing Company.
Bassiouni, D. H., & Hackley, C. (2014). 'Generation Z'children's Adaptation To Digital Consumer Culture: A Critical Literature Review. Journal of Customer Behaviour, 13(2), 113-133. DOI: 10.1362/147539214X14024779483591
Blakely, G., Skirton, H., Cooper, S., Allum, P., & Nelmes, P. (2010). Use of educational games in the health professions: A mixed-methods study of educators’ perspectives in the UK. Nursing and Health Sciences, 12(1), 27– 32. doi: 10.1111/j.1442-2018.2009. 00479.x
Bohang, F. K. (2018). Kompas.com "Berapa Jumlah Pengguna Internet Indonesia?". diakses 5 Maret 2020. https://tekno.kompas.com/read/2018/02/22/16453177/berapa-jumlah-pengguna-internet-indonesia.
Brand, J. E., Todhunter, S., & Jervis, J. (2017). Digital Australia 2018 (DA18). http://www.igea.net/wpcontent/uploads/2017/07/DigitalAustralia-2018-DA18-Final-1.pdf
Chou, C., Condron, L., & Belland, J. C. (2005). A review of the research on Internet addiction. Educational Psychology Review, 17(4), 363–388. doi: 10.1007/s10648-005-8138-1
CNN Indonesia, (2019). WHO: Kecanduan Video Game Termasuk Penyakit Modern
Creswell, John W. (1994). Research Design: Qualitative and Quantitative Approaches. Thousand Oaks, Sage, California.
Darwadi. (2017). Media Baru Sebagai Informasi Budaya Global. Jurnal Komunikator. 9 (1) 2017. Retrived 1 Agustus 2010.
De Fleur , Melvin L. & Sandra B.L (1982), Theories of Mass Communication, Fourth Edition, New York, Kongman Inc. p173.
Eadie, F. W. (2009). 21st Century Communication A Reference Handbook, Volume 2. Thousand Oaks. California: SAGE Publications, Inc
Gentile, D. A., Bailey, K., Bavalier, D., Brockmyer, J. F., Cash, H., Coyne, S. M.,Young, K. S. (2017). Internet gaming disorder in children and adolescents. Pediatrics, 140(2), S81–S85. Retrieved from %3CGo%0Ato
Ghuman, D., & Griffiths, M. D. (2012). A cross-genre study of online gaming: Player demographics, motivation for play and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning, 2(1), 13–29.
Giri, K.G., & Dharmadi, M. (2013). Gambaran Ketajaman Penglihatan Berdasarkan Intensitas Bermain Game Siswa Lakilaki Sekolah Menengah Pertama di Wilayah Kerja Puskesmas Gianyar I Bulan Maret-April 2013. Diakses 17 Oktober 2017 dari https://ojs.unud.ac.id/index.php/eum/article/view/12642/8664
Jannah, N., Mudjiran, M., & Nirwana, H. (2015). Hubungan kecanduan game dengan motivasi belajar siswa dan implikasinya terhadap Bimbingan dan Konseling. Konselor, 4(4), 200–207. doi: 10.24036/02015446473-0-00
Jap, T., Tiatri, S., Jaya, E. S., & Suteja, M. S. (2013). The development of Indonesian online game addiction questionnaire. Buletin Psikologi PLoS ONE, 8(4), 4–8. doi: 10.1371/ journal.pone.0061098
Kim, E., Namkoong, K., Ku, T., & Kim, S. (2008). The Relationship Between Online Games Addiction and Aggression, Self-control, and Narcissistic Personality Traits. European Psychiatry, 23, 212-218.
Kutner, L., Olson, C., Warner, D., & Hertzog, S. (2008). Parents' and Sons' Perspectives on Video Game Play. Journal of Adolescent Research, 23, 76-96.
Lande, J.P., Arianto & Bahfiarti, T. Pengaruh Mobile Gaming Pada Tingkat Kepuasan Hubungan Keluarga. Kareba: Jurnal Ilmu Komunikasi, 8(2), 2019, 289-299. https://doi.org/10.31947/kareba.v8i2.8871
Li, J. (2007). Women's Ways of Gambling and Gender-specific Research. Sociological Inquiry, 77, 626-636.
Mardiana. (2018). Pengaruh Media Sosial terhadap Tingkat Pidana Narkotika di Sulawesi Tenggara. Communicatus: Jurnal Ilmu Komunikasi. 2(2), 2018), 109-122 DOI: 10.15575/cjik.v2i2.3659
Maulida, A., Diana Imawati, D., & Umaroh, S.K. (2019). Pengaruh Intensitas Bermain Game Online Terhadap Interaksi Sosial Remaja. Jurnal Motivasi, 7(1). http://ejurnal.untag-smd.ac.id/index.php/MTV/article/view/4496
McQuail, D. (1987). Mass Communication Theory (Teori Komunikasi Massa).Jakarta: Erlangga
Mitchell, K., Becker-Blease, K., & Finkelhor, D. 2005. Inventory of Problematic Internet Experiences Encountered in Clinical Practice. Professional Psychology: Research and Practice, 36, 498-509.
Mueller, A., Mitchell, J.E., Peterson, L.A. (2011). Depression, materialism, and excessive internet use in relation to compulsive buying. Comprehensive Psychiatry, 52, 420-424
Newzoo. (2017). The Indonesian Gamer 2017. Retrieved from newzoo Website: https://newzoo.com/insights/infographics/the-indonesian-gamer-2017/
Newzoo. (2018). 2018 Global Games Market Report. Retrieved from newzoo Website:https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf
Newzoo. (2018a). Top 50 Countries/Markets by Smartphone Users and Penetration. https://newzoo.com/insights/rankings/top-50-countries-by-smartphone-penetration-and-users/
Novrialdy, E., Nirwana, H., & Ahmad, R. (2019). High school students understanding of the risks of online game addiction. Journal of Educational and Learning Studies, 2(2), 113–119.
Novrialdy. Kecanduan Game Online pada Remaja: Dampak dan Pencegahannya Buletin Psikologi: 27 (2), 2019 148 – 158 DOI:10.22146/buletinpsikologi.47402.https://jurnal.ugm.ac.id/buletinpsikologi
Oblinger, D., & Oblinger, J. L. (2005). Is it age or IT: First step toward understanding the net generation. In Diana Oblinger & J. L. Oblinger (Eds.), Educating the net generation. Washington D.C.: Educause.
Parker, J., Tayler, R., Easetabrook, J., Schell, S., & Wood, L. (2008). Problem Gambling in Adolescence: Relationships with Internet Misuse, Gaming Abuse, and Emotional Intelligence. Personality and Individual Differences, 45, 174-180.
Rochimah, Nur, T.H. (2013). Media Parenting: Panduan Memilih Media bagi Anak di Era Informasi. Yogyakarta, Mata Padi Pressindo
Rudhiati, F., Apriany, D., & Hardianti, N. (2015). Hubungan durasi bermain video game dengan ketajaman penglihatan anak usia sekolah. Skolastik Keperawatan, 1(2), 12–17.
Saldana., Miles & Huberman. (2014). Qualitative Data Analysis. America: SAGE Publications.
Saputra, D.E., Harahap, R.K., & Firdaus, R.R. (2020). Prototipe Aplikasi Dekstop untuk Identifikasi Kecanduan Game Online. Jurnal Ilmiah Komputasi, 19(1).
Silverblatt. (1995). Media Literacy: Key To Interprenting Media Massages. Publisher: Preager. USA.
Straubhaar dan LaRose. (1997). Communications Media in the Information Society. Wadsworth Publishing, United State of Amerika.
Tamburaka, Apriadi. (2013), Literasi Media, Cerdas Bermedia Khalayak Media Massa, edisi pertama, penerbit: Rajawali Pers, Jakarta.
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., van den Eijnden, R. J. J. M., & van de Mheen, D. (2011). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(1), 205–212. doi: 10.1111/j.1360-0443.2010.03104.x
Waldometers. (2019). Jumlah Penduduk Indonesia 269 Juta Jiwa terbesar Keempat Dunia. Diakses Maret 2020. https://databoks.katadata.co.id/datapublish/2019/04/29/jumlah-penduduk-indonesia-269-juta-jiwa-terbesar-keempat-dunia
Wilson, TD. 2000. Human Information Behaviour. Information Science. Vol 3. Retrived 1 August 2000.
Yosal. (2013). Literasi Media: Apa, Mengapa, Bagaimana. Simbiosa Rekatama Media, Bandung.
Downloads
Published
Issue
Section
License
Authors who publish articles in Communicatus: Jurnal Ilmu komunikasi agree to the following terms:
- Authors retain copyright of the article and grant the journal right of first publication with the work simultaneously licensed under a CC-BY-SA or The Creative Commons Attribution–ShareAlike License.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).