Analisis Kriminologi Terhadap Dampak Game Online Di Kalangan Remaja ( Studi Kasus Remaja Sungai Pagar Kecamatan Kampar Kiri Hilir )

Suratman, Suratman (2020) Analisis Kriminologi Terhadap Dampak Game Online Di Kalangan Remaja ( Studi Kasus Remaja Sungai Pagar Kecamatan Kampar Kiri Hilir ). Other thesis, Universitas Islam Riau.

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Abstract

CRIMINOLOGY ANALYSIS ON THE IMPACT OF ONLINE GAMES IN YOUTH (STUDY OF ADOLESCENT CASE OF PAGAR RIVER KECAMATAN KAMPAR KIRI HILIR) ABSTRACT BY SURATMAN Online games reduce the positive activities that children and young people should undergo. Children and adolescents are vulnerable to dependence on online gaming activities that will affect learning motivation and reduce learning time and time to socialize with peers and family, if this continues for a long time, it will be estimated that children and adolescents will be attractive to social interaction, not sensitive to the environment can even form a social personality, where children do not have the ability to adapt to their social environment. The purpose of this research is to find out how the impact of online games on adolescents in the Sungai Pagar Village, Kampar KiriHilirSubdistrict. The method used is descriptive qualitative method; Techniques for collecting data on interviews, observation and documentation. “The results of this study can be concluded that teens who play games too often will have a negative impact on their behavior in the long run. Teenagers can behave deviant, such as stealing, like skipping school, lazy, and aggressive. The forms of adolescent behavior for fans of online games include: laziness for game addicts, lying, not getting along. In addition to the negative impact of online games there is also a positive impact of online games, which is a good impact for users of online games, including: Improving English language skills, Getting to know new technologies of games and Interaction in online games. Inside the Pagar River, Kampar KiriHilirSubdistrict there are quite a lot of places to play games or commonly called warnet. This is inseparable from the factor of the number of student age teenagers who are the main market for the entertainment industry such as the game center. The high enthusiasm for the game shows the increasing number of people, especially teenagers who choose and make playing games as their alternative recreation”.

Item Type: Thesis (Other)
Contributors:
ContributionContributorsNIDN/NIDK
SponsorLatif, Syahrul AkmalUNSPECIFIED
SponsorNovarizal, RikyUNSPECIFIED
Uncontrolled Keywords: Criminology, Online Games, Youth
Subjects: H Social Sciences > H Social Sciences (General)
Divisions: > Kriminologi
Depositing User: Budi Santoso S.E
Date Deposited: 13 Sep 2022 09:57
Last Modified: 13 Sep 2022 09:57
URI: http://repository.uir.ac.id/id/eprint/15019

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