• 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
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    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     


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