Perilaku Komunikasi Internal Pengguna Game Online Di Masa Pandemi Covid-19

IF 0.8 Q3 COMMUNICATION
M. Hariri, M. Rohman
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引用次数: 0

Abstract

Abstract The condition of the Covid-19 pandemic in Blitar Regency has an impact on the behavior of children and students. Where before the pandemic their routine from morning to afternoon/evening was at school, but during the pandemic conditions they were only at home, school activities were carried out online from home. The process of learning school material is only done for a few hours, not in accordance with school hours in general, and the rest they do is play online games at home. Interpersonal communication that takes place between online game users in a team aims to achieve common goals within the scope of the game, both individually and in groups. The purpose of this study was to analyze the interpersonal communication behavior of online game users during the Covid-19 pandemic, a case study in Bangle Village, Kec. Kanigoro Kab. Blitar. This study also aims to determine the relationship between the quality of interpersonal communication of online game users during the covid-19 pandemic in Bangle Village, sub-district. Kanigoro kab. Blitar. This type of research is qualitative by describing a result of research and efforts to find phenomena regarding an event. Analyze and conduct in-depth data mining thoroughly on what is happening in it. The conclusion of this study is that the interpersonal communication behavior of online game users is stingy, selfish, optimistic, and uses harsh words that should not be spoken either when playing online games or in everyday life. As well as online game users in their teens, they also have unstable lives, such as: lack of rest patterns, eating patterns, and lack of interaction with the surrounding environment. In interacting while playing online games together, teenagers still adhere to health protocols.   Keywords: Interpersonal Communication, Online Games, Covid-19 Pandemic  
Covid-19大流行期间网络游戏用户的内部交流行为
英国新冠肺炎疫情对儿童和学生的行为产生了影响。在大流行之前,他们从早上到下午/晚上的日常工作是在学校,但在大流行期间,他们只在家,学校活动在家里在线进行。学习学校材料的过程只做几个小时,不按照一般的上课时间,剩下的就是在家玩网络游戏。人际交流发生在团队中的网络游戏用户之间,目的是在游戏范围内实现共同的目标,无论是个人还是群体。本研究的目的是分析新冠肺炎大流行期间网络游戏用户的人际传播行为,并以浙江邦乐村为例进行研究。Kanigoro出租车。Blitar。本研究还旨在确定街道班乐村新冠疫情期间网络游戏用户人际沟通质量之间的关系。Kanigoro出租车。Blitar。这种类型的研究是定性的,通过描述研究结果和努力寻找有关事件的现象。对其中发生的事情进行深入的分析和数据挖掘。本研究的结论是,网络游戏用户的人际交往行为表现为吝啬、自私、乐观,在玩网络游戏或在日常生活中使用不应该说的话。与青少年网游用户一样,他们的生活也不稳定,例如:缺乏休息模式,饮食模式,缺乏与周围环境的互动。在一起玩网络游戏的互动中,青少年仍然遵守健康协议。关键词:人际交往网络游戏新冠疫情
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来源期刊
CiteScore
1.20
自引率
20.00%
发文量
14
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