Analisa Penggunaan Video Game sebagai Media Dakwah

Arditya Prayogi
{"title":"Analisa Penggunaan Video Game sebagai Media Dakwah","authors":"Arditya Prayogi","doi":"10.24952/hik.v15i2.4127","DOIUrl":null,"url":null,"abstract":"The development of da'wah today is very rapid. This rapid development is also supported through various media, including popular culture media (Pop Culture). Of the many popular cultures, video games are rarely used in da'wah media because they are often considered as trivial things, not of important value, and also considered as wasteful/consumptive activities. In fact, video games are suspected to be able to shape changes in the mindset and behavior of the players. This study uses a qualitative approach through analysis of literature obtained from books, journals and other relevant sources. This study aims to examine conceptually and practically the use of video games as a medium of da'wah that can open up opportunities to disseminate messages of da'wah massively and significantly. The results show that the phenomenon of using video games as a popular propaganda medium can theoretically be examined in three perspectives, namely video games as a way of delivering/intervention to change behavior through the learning process, video games as a simulation and a model that presents a meaningful experience, and video games as part of an environment that is able to provide various (direct) activities that are useful and meaningful from the learning aspect. Practically, the use of video games as a medium of Islamic da'wah can be realized in three ways, namely building the entire process of developing a video game platform by involving Muslim components in it. Then by inserting Islamic elements, and involving other platforms outside the video game system.","PeriodicalId":32063,"journal":{"name":"Hikmah Jurnal Pendidikan Islam","volume":"57 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Hikmah Jurnal Pendidikan Islam","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24952/hik.v15i2.4127","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

The development of da'wah today is very rapid. This rapid development is also supported through various media, including popular culture media (Pop Culture). Of the many popular cultures, video games are rarely used in da'wah media because they are often considered as trivial things, not of important value, and also considered as wasteful/consumptive activities. In fact, video games are suspected to be able to shape changes in the mindset and behavior of the players. This study uses a qualitative approach through analysis of literature obtained from books, journals and other relevant sources. This study aims to examine conceptually and practically the use of video games as a medium of da'wah that can open up opportunities to disseminate messages of da'wah massively and significantly. The results show that the phenomenon of using video games as a popular propaganda medium can theoretically be examined in three perspectives, namely video games as a way of delivering/intervention to change behavior through the learning process, video games as a simulation and a model that presents a meaningful experience, and video games as part of an environment that is able to provide various (direct) activities that are useful and meaningful from the learning aspect. Practically, the use of video games as a medium of Islamic da'wah can be realized in three ways, namely building the entire process of developing a video game platform by involving Muslim components in it. Then by inserting Islamic elements, and involving other platforms outside the video game system.
分析视频游戏在媒体上的使用情况
今天大华的发展非常迅速。这种快速发展也得到了各种媒体的支持,包括流行文化媒体(Pop culture)。在许多流行文化中,电子游戏很少出现在“大”媒体中,因为它们通常被认为是琐碎的东西,没有重要的价值,也被认为是浪费/消费活动。事实上,人们怀疑电子游戏能够改变玩家的心态和行为。本研究采用定性方法,通过分析从书籍、期刊和其他相关来源获得的文献。本研究旨在从概念上和实践上考察电子游戏作为“打”媒介的使用,从而为“打”信息的大规模和显著传播提供机会。结果表明,使用电子游戏作为流行宣传媒介的现象可以从三个角度进行理论研究,即电子游戏作为通过学习过程传递/干预改变行为的方式,电子游戏作为模拟和呈现有意义体验的模型,电子游戏作为能够提供各种(直接)活动的环境的一部分,从学习方面来说是有用和有意义的。在实践中,将电子游戏作为伊斯兰教“达瓦”的媒介可以通过三种方式来实现,即通过将穆斯林元素融入其中来构建电子游戏平台开发的整个过程。然后通过插入伊斯兰元素,并涉及电子游戏系统之外的其他平台。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
审稿时长
20 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信