Disruptive Game Online and Social Personality: Case Study at SDN Asem Kumbang Katingan Regency

Mazrur Mazrur
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Abstract

This study aims to describe the positive impact of playing games online on children's social personalities, as well as describing the negative impact of playing games online on social personalities at SDN Asem Kumbang, Katingan Regency. This research was compiled using a descriptive qualitative approach. The research subjects totaled seven children of SDN Asem Kumbang, Katingan Regency and the informants were three parents and two teachers. Data collection techniques using observation, interviews, and documentation. Validation of the data in this study using source simulation. The data analysis uses four stages, namely collecting, summarizing, presenting, and making conclusions. The results of this study indicate that the positive impact of playing games online for children at SDN Asem Kumbang, Katingan Regency, includes socializing, cooperation, and sympathy. While the negative impact is playing games online on the social personality of the children of SDN Asem Kumbang Katingan Regency are addicted, speaking rudely and dirty, disobedient, dispute or fight, and teasing or mocking.
颠覆性在线游戏与社会个性:以SDN Asem Kumbang Katingan Regency为例
本研究旨在描述网络游戏对儿童社会人格的积极影响,以及描述网络游戏对儿童社会人格的负面影响。本研究采用描述性定性方法编制。研究对象为加丁甘县Asem Kumbang SDN的7名儿童,举报人为3名家长和2名教师。使用观察、访谈和文件的数据收集技术。使用源模拟验证本研究中的数据。数据分析分为收集、总结、呈现、结论四个阶段。本研究结果显示,玩网络游戏对加丁安县Asem Kumbang小学儿童的正面影响包括社交、合作和同情。而负面影响是玩网络游戏对SDN Asem Kumbang Katingan摄政的孩子们的社会性格的影响是上瘾,说话粗鲁和肮脏,不听话,争吵或打架,戏弄或嘲笑。
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