移动传奇在创造虚拟现实中的影响

Q3 Business, Management and Accounting
Khefti Al Mawalia
{"title":"移动传奇在创造虚拟现实中的影响","authors":"Khefti Al Mawalia","doi":"10.20473/ijss.v12i2.22908","DOIUrl":null,"url":null,"abstract":"Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the sociocultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.","PeriodicalId":35501,"journal":{"name":"International Journal of Services and Standards","volume":"12 1","pages":"49"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"The impact of the Mobile Legend game in creating virtual reality\",\"authors\":\"Khefti Al Mawalia\",\"doi\":\"10.20473/ijss.v12i2.22908\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the sociocultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.\",\"PeriodicalId\":35501,\"journal\":{\"name\":\"International Journal of Services and Standards\",\"volume\":\"12 1\",\"pages\":\"49\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-10-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Services and Standards\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.20473/ijss.v12i2.22908\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Business, Management and Accounting\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Services and Standards","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20473/ijss.v12i2.22908","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Business, Management and Accounting","Score":null,"Total":0}
引用次数: 10

摘要

网络游戏现在非常流行,比30年前儿童和青少年玩的游戏还要流行。本研究旨在探讨人们感兴趣的技术发展,即网络游戏《手机传奇》的出现现象。Mobile Legend成功地吸引了印尼人的兴趣,因为它的头像、消息功能以及在一个应用程序中买卖在线角色。从PC到智能手机的在线游戏的发展使玩家更容易随时随地玩游戏。他们每天可以花6个小时寻找互联网接入。研究人员使用决定论来回答这一现象。本研究的方法采用了定性类型和虚拟人种学方法。此外,这项研究收集了使用虚拟追踪记录和记录虚拟活动的数据,并采访了Mobile Legends玩家的七名线人。这项研究表明,当一个人玩游戏时,他会变得更加冷漠,并尽量减少与周围社会环境的互动和交流。像Mobile Legend这样的技术已经侵蚀了社会文化的一面和个人在社会中的沟通敏感性。所有用户在创建虚拟世界中存在的多重身份时也变得更加活跃和自恋。因此,本研究表明,网络游戏在创造虚拟现实方面对玩家既有积极影响,也有消极影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The impact of the Mobile Legend game in creating virtual reality
Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the sociocultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
International Journal of Services and Standards
International Journal of Services and Standards Business, Management and Accounting-Management of Technology and Innovation
CiteScore
1.50
自引率
0.00%
发文量
1
期刊介绍: IJSS, a new refereed journal printed in four issues per year, publishes articles which present current practice and research in the area of services and standards.
×
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