PERKEMBANGAN E-SPORT PADA PELAJAR REMAJA USIA 13-16 TAHUN PADA MASA PANDEMI COVID-19

Ayub Tatya Admaja, Yulis Agung Saputro
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引用次数: 1

Abstract

E-Sport is part of a sport that has grown rapidly in the last 5 years and is a sport that is supported by the government in developing rapidly. The dilemma that occurs is that a student's psychic and physical changes are due to reduced physical activity and social contact due to more work from home or study at home. Researchers try to explore the consequences of student activities that are required to study at home due to the corona virus. The positive and negative impacts or pros and cons in the COVID-19 pandemic can be a blessing or a disaster depending on the perspective of the mind. Researchers try to examine the development of e-sports which is now starting to become popular and even an addiction for all ages from children to adults, and is supported by many athletes who have achieved world-class achievements in FIFA or Pro Evolution Soccer, PUBG, and other online games. The problem from the research is the basis why researchers are interested in researching by using a survey method to the point of view of students and the point of view of parents and the point of view of teachers / lecturers about the development of e-sports which is very popular today. This research data is on a regional scale such as the province of Yogyakarta and if possible will be distributed via google form to all corners of the country so that the data obtained is more diverse according to the point of view of each region according to the culture and circumstances of each region. This research will be very interesting because the issue taken is a national issue in the world of sports today. From this study, it can be concluded that children aged 13-16 years like to play online games, because: 1) Repel boredom 50%, 2) Gathering with friends 30%, 3) Get 20% achievement. Judging from the data, it is clear that the goals of E-Sport have not been fully achieved in Indonesia. Because it should be clear with Esports to hone intelligence thinking quickly and precisely by playing some games.  
电子竞技是近5年来发展迅速的一项体育运动,是一项得到政府支持快速发展的体育运动。出现的困境是,学生的心理和身体的变化是由于减少体育活动和社会接触,由于更多的在家工作或在家学习。研究人员试图探索由于冠状病毒而需要在家学习的学生活动的后果。新冠肺炎疫情的正面和负面影响、正面和负面影响是福是祸,取决于人们的心态。研究人员试图研究电子竞技的发展,电子竞技现在开始变得流行,甚至让从儿童到成人的所有年龄段的人都上瘾,并且得到了许多在FIFA或Pro Evolution Soccer, PUBG和其他在线游戏中取得世界级成就的运动员的支持。从研究的问题是为什么研究人员有兴趣研究的基础,采用调查的方法,以学生的角度,家长的角度和教师/讲师的角度对电子竞技的发展,这是非常流行的今天。这项研究数据是在区域范围内的,如日惹省,如果可能的话,将通过谷歌表格分发到全国各个角落,以便根据每个地区的观点,根据每个地区的文化和情况,获得的数据更加多样化。这项研究将非常有趣,因为所采取的问题是当今体育界的一个全国性问题。从这项研究可以得出结论,13-16岁的孩子喜欢玩网络游戏,因为:1)击退无聊50%,2)与朋友聚会30%,3)获得20%的成就。从数据来看,很明显电子竞技的目标在印尼并没有完全实现。因为在电子竞技中,通过玩一些游戏来快速准确地磨练智力思维是很明显的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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