{"title":"网络游戏对大学生的危险影响","authors":"Yudhistiro Pandu Widhoyoko, Arif Sutikno","doi":"10.33061/js.v5i2.8219","DOIUrl":null,"url":null,"abstract":"This study aims to describe in general to the public about the potential dangers contained in playing online games. Playing games is very fun but with the same level of addiction as drugs. \nThe method used in this research is descriptive method. This descriptive study aims to create an accurate, factual, and systematic descriptive description of the nature and facts and the relationship between the phenomena studied using observational data collection techniques, questionnaires, and document studies. The number of respondents are fifty students as active PUBG online game players at the Information Technology Study Program, FKIP, Unisri. \nThe conclusion of this study is that the number of students whose value index is affected by playing this online game is 82%. Meanwhile, students whose score index was not affected by playing this online game were 17%.","PeriodicalId":296465,"journal":{"name":"Jurnal Sinektik","volume":"24 27","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"THE DANGEROUS EFFECT OF ONLINE GAMES FOR STUDENTS OF UNIVERSITY\",\"authors\":\"Yudhistiro Pandu Widhoyoko, Arif Sutikno\",\"doi\":\"10.33061/js.v5i2.8219\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to describe in general to the public about the potential dangers contained in playing online games. Playing games is very fun but with the same level of addiction as drugs. \\nThe method used in this research is descriptive method. This descriptive study aims to create an accurate, factual, and systematic descriptive description of the nature and facts and the relationship between the phenomena studied using observational data collection techniques, questionnaires, and document studies. The number of respondents are fifty students as active PUBG online game players at the Information Technology Study Program, FKIP, Unisri. \\nThe conclusion of this study is that the number of students whose value index is affected by playing this online game is 82%. Meanwhile, students whose score index was not affected by playing this online game were 17%.\",\"PeriodicalId\":296465,\"journal\":{\"name\":\"Jurnal Sinektik\",\"volume\":\"24 27\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-04-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Sinektik\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.33061/js.v5i2.8219\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Sinektik","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33061/js.v5i2.8219","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
THE DANGEROUS EFFECT OF ONLINE GAMES FOR STUDENTS OF UNIVERSITY
This study aims to describe in general to the public about the potential dangers contained in playing online games. Playing games is very fun but with the same level of addiction as drugs.
The method used in this research is descriptive method. This descriptive study aims to create an accurate, factual, and systematic descriptive description of the nature and facts and the relationship between the phenomena studied using observational data collection techniques, questionnaires, and document studies. The number of respondents are fifty students as active PUBG online game players at the Information Technology Study Program, FKIP, Unisri.
The conclusion of this study is that the number of students whose value index is affected by playing this online game is 82%. Meanwhile, students whose score index was not affected by playing this online game were 17%.