- Home>
- Research Paper - Final Test Writing - Regi Fernaldi
Senin, 02 Juli 2018
THE
BENEFITS AND IMPACT OF ONLINE GAMES
By:
Regi
Fernaldi
English
Literature
Erik
Candra Pertala, M.Hum
22
June 2018
OUTLINE
Thesis: Online games
provide so many benefits and impact for people who are playing.
I.
Introduction
A. What
is online games?
B. History
of online games
II.
Benefits and Impacts of Playing Games
1. Benefits
A. Learning
motivation
B. Easy
to learn the other languages
2. Impacts
A. Become
a lazy person
B. Dietary
habit disturbed
III.
Problem and Solution
1. Problem
A. Become
an anti-social
B. Too
obsessed with gaming
C. Always
ran out with money
2. Solution
A. Participate
in outdoor activity
B. Hangout
with family or friend
C. Saving
money for the future
IV.
Conclusion
V.
References
Technology
are rapidly growing in this modern era, there are various advantage from
technology that very useful for our daily life, such as in communication,
education, economy, social, and of course refreshment, like online games. Some
people choose to stay at their home and playing an online game when they are
bored, for the example when they are back from work some people prefer to stay
at their home rather than hanging out with their friends. Before they decide to
become a gamer, they should know that online games provide so many benefits and
impact for people who are playing.
Online
games, is a word to represent the digital game in this modern era. Online games
can easily found in our daily life. There are so many platforms that can play
online games such as, computer, console, handheld, and even a smartphone.
People are often playing online games when they are bored and need to refresh
their mind, but many people are making online games as their hobby and a
competitive tournament.
The
development of online games itself cannot be separated from the development of
computer and technology itself. In the past, online game is different with the
current one. When online games were first introduced in 1960, it can be played
by only two players in one computer. Then the computer with time-sharing capability appears, so the
players are not required to be in the same room.
In
early 1970, packet based computer networking were created, and computer network
was no longer based on Local Area Network
(LAN) but the computers are using Wide
Area Network (WAN) and then WAN become the technology that now exist called
internet. Along with internet development, online games were created for
military needs such as war simulation, and air combat simulation.
Student
will be obtaining some benefits from playing online games. Just like, student
society will be easily monitored by their parents, student brains will be more
active in thinking, they will be more responsive, and more creative. Even they
can learn the other language way easier from online game, because they are
doing some communicating with foreign every day.
"Learning
motivation can also be interpreted as a series of attempts to provide certain
conditions, so that someone wants and wants to do something, and if he does not
like it, it will try to nullify or circumvent those feelings of dislike".
(A.M. Sardiman (2005: 75)
Meanwhile,
the negative impacts from online game is, students will be lazy in learning,
time to studying and helping their parents after school will be decreased
because they are busy playing games, their money will be easily wasteful, and
even their prayer time will be decreased too. Their dietary habits will be
disturbed, because they spend too much time in front of their
monitor/television that will be make the students forget about the other
activities, like lunch. But there are some gamers who are suffering from
obesity, because they are eat too much junk foods while gaming. There are some
cases from some country that some gamers die while gaming, the cause of their
death is they are playing online games more than twenty hours in a day.
Some
serious problem for a student who are become a gamer is they are prefer to stay
at their home every day, and have a principle that home is the most comfortable
zone so they never go outside and gather with their friend. Most dangerous
level from this activity is they will become an anti-social, even they will
eat, and drink in their gaming room. That will be make them very unhealthy, and
they will become shy and unconfident person when they are come outside. Slow
but sure students will isolate their life from the society and become introvert
person who does not like an outdoor activity.
Same
like the first problem, most of students will be too obsessed with gaming.
There are some cases in Indonesia that elementary student killed his friend
because he played a game named “Smack Down” too much. Their imagination will
become wild and uncontrolled, even they can have a mental problem. Students
will never go from their room, they called their room as “Comfortable Zone”,
they will forget the other activities just for gaming. Some gamer usually did
not care about when will they get married, because they did not need a
girlfriend even a wife, they will satisfy their passion just for game.
This
is the most common problem for someone who become a gamer, they will always run
out of money. Most of young gamer or a gamer who did not have a job will be
easily run out of money, because they are always spend their money for buying a
game, in-game items, and building a new gaming setup. There is a case that
students stealing their parent’s money just for playing online game at i-cafe.
They will do anything just for playing an online game, even they will rob a
bank just for building an expensive pc gaming.
To
prevent a student to become an anti-social is invite them to an outdoor activity.
This will be help to reduce the number of an anti-social gamer, their parent
should organize their gaming activity. A professional gamer “never” stayed at
their home just for playing game, even they are often to do some donation for
people who need it. Their money is usually saved for the important things.
Some
young gamer is usually can’t organize their time well, at this situation their
parent and friend should be pay more attention for a student who have this
habit. Their parent should be wise and make a schedule for do some a family
recreation, make a comfortable and warm situation just like a family gathering
will help to reduce a student to become obsessed with gaming. Their friend has
an important role too; they should be inviting their friend who are too
obsessed with gaming to do some outdoor activities, like going to the beach,
hiking, or some kind like that.
This
one is the most important thing, every young gamer or student who have a hobby
like gaming should be save their money for the future. They will realized that
finding a money is not an easy things. Saving money for the future is one of the great habits of wealthy
people. Rich people are getting richer because they have successful habits of
controlling their expenses and being careful in the way they spend their money
to grow their expenses. Saving money does not mean that you have to be thrifty.
People who set the goal to save must learn to save first and spend afterwards.
If you want to achieve your financial goal the most important step is to save
first.
Technological
advances have changed everything, in the past before technology are growing students
more often at home to learn, now everything has changed, since the existence of
a computer internet the emergence of a game that requires to connected to the
internet that is online games, slowly online games erode the culture first,
students assume that online gaming is more interesting than learning. The
results of research using qualitative research methods showed that students
prefer to play online games rather than learning or others, the role of
teachers and parents is very influential on control issues, more parents to
regulate the habits of children, more children are taught positive things, to
learn or play music, while teachers are more direct to the talents of each
child's interests so that their hobby is channeled and not run towards online
games.
Works
Cited
Azizah, Sandy. 2013.
Pengertian game dan game online dalam penelitian.
(http://sandyajizah.blogspot.com/2013/01/pengertian-game-dan-online-game-dalam.html)
pada 5 November 2013
Darmadi, hamid. 2012.
Teori belajar dan motivasi belajar.(http://hamiddarmadi.blogspot.com/2012/08/teori-belajar-dan-motivasi-belajar-oleh_28.html)
pada 5 November 2013
Hakim, Thursan. 2002.
Belajar Secara Efektif. Jakarta:Puspa Swara
Nawawi, Hadari. 1994.
Metode Penelitian Ilmiah. Jakarta: Rineka Cipta
Nazir, Muhammad. 1986.
Metode Penelitian. Bandung: Remaja Rosdakarya
Ula, Ilmina. 2012.
Pengaruh game terhadap konsentrasi belajar siswa. (http://ilminailmi.blogspot.com/2012/10/pengaruh-game-terhadap-konsentrasi_13.html)
pada 5 November 2013.
Yahya, Muhamad. 2013,
Pengaruh game online terhadap prestasi siswa. Semarang
http://jurnalilmiahtp2013.blogspot.com/2013/12/pengaruh-game-online-terhadap-prestasi.html