Best Game News Info Update

Showing posts with label game ui. Show all posts
Showing posts with label game ui. Show all posts

Monday, November 12, 2018

Online Games, Make Money or Spend Money

Online Games, Make Money or Spend Money
lately online games have become a spotlight for game lovers. do not know age or time. where you mean you can access it. but the pros and cons are polemic for some if the online game is actually spending or making money?

we talk from the side of the cons of online games. many people say online games are time-consuming. waste of money. The point is that online games in Indonesia consume too much blasphemy on ordinary people who don't really understand what the online game itself is. the contra themselves are mostly parents who feel their children are wasting their study time. spend their money on something less productive. we can't apply this opinion wrong. because all parents want the best for their children. for parents maybe they see that the game is just a game that takes time. but it really isn't.

switch us to the pro with online games. for them games are not just entertainment. but maybe there are some who consider that online gaming can also be made a good hobby with its limitations. some who consider online games can be their escape when they have trouble living life. some say online games are a hobby. hobbies that can be made income even though the income is not large and in an uncertain period. and some of the things that I experienced when playing one of the online games were many things in it. where the contra does not know this. I take the example of a game that is rising again in the world. namely DOTA 2. in this game there is an implicit meaning that can be a moral value for the player who is not just playing. first, because this game uses an international server, inevitably any player must use the international language, namely English. later in this game teaches we must work with anyone who becomes our teammate to achieve certain goals. can be made a philosophy of life that we live not alone and need help from others and must work together with an environment that we can consider new in our lives.

then if we talk about online games that make money or spend money, it depends on the point of view and the online game players. if allowed to share, I will share a little of my experience with online games. I play online games from class 2 junior. maybe at that time I played like a child, just playing and continuing to play. As time goes by after being quite experienced in this field I understand online games can make money and return the money I spent first and even make more money so I get a profit.

Sunday, November 11, 2018

Online Games An Overview of the Social, Psychological and Economic Implications Faced by Game Players

Online Games An Overview of the Social, Psychological and Economic Implications Faced by Game Players
* The game context referred to in this paper is video-games, then it will be focused on the computer-games and internet-games (online-games) section. For some people playing games is a fun activity. Some may place game play activities as activities that are only done to fill time or even kill time. Many motives underlying people play games but the reason that often arises is to seek long pleasure. In some cases, there are many evidences that game players have a tendency to become addicted to the game they play. The addictive phase of playing games is a situation where a player will be very difficult to escape from the game. Game addiction itself can be defined as losing control in playing games that can cause significant losses (van Rooij, 2011: 16). At this stage, many of the game players are negligent with real life because they are too involved in the game and indeed some games are deliberately constructed to tie someone into a long game session. This view was further strengthened by the emergence of massive and interactive online computer-based games [1]. In addition, the mushrooming of online game play centers (game centers) is also considered as one of the factors that encourage players to become addicted, especially since these online game centers offer relatively affordable rental fees. The general view in the community about games and online game players is always pessimistic and negative. Communities (especially parents) always place the game and its players in bad stigma, because according to them the game can have a bad influence on the players. There are parents' concerns that computer games will lead children to deviant social behaviors such as violence, uncontrolled sex, and the birth of antisocial behavior such as isolation and alienation (Syafrizal, 2004: 9). Too much time spent playing games can interfere with school, work, and social life in the real world. That's why online game games are often paired with people who gamble because both are opium (Van Rooij, 2011: 97). There is one point where the stigma that emerges then creates an irony in the community because until now there has been no evidence that is comprehensively able to explain people's anxiety about the negative social consequences. In some cases, this controversy has become ironic, because parents have never played computer games or video games, never watched or accompanied their children to play. Limitations of information in understanding children's behavior in playing computer games are the key words of the problem (Syafrizal, 2004: 10-11) Another consequence that must be faced by a game player when he reaches the addiction stage is the emergence of the potential for depression. Medsearch (2004) in Seay (2006) explains;

Depression is a mental state of depressed mood characterized by feelings of sadness, despair and discouragement. This disorder of mood can range from normal feelings of the blues through dysthymia (recurring minor depression with no mania or major depressive episodes) to major depression. Depression is often accompanied by feelings of low self esteem, guilt and self reproach, withdrawal from interpersonal contact and physical symptoms such as eating and sleep disturbances.

This depression can arise from acts of isolation carried out by game players against the environment and or the community that surrounds them. There are three indicators to explain the position of a person who is indicated to start experiencing depression, first is the extent of the player's social network (social networks size), the second is acceptance of social support (perceived social support), and the third is loneliness (loneliness). These three factors seem to be explained by Seay (2006: 56) as part of social integration [2]. The extent of the player's social network (social networks size) describes how social relationships are built by game players with the surrounding community such as their relationship with family, friends or co-workers, and with the community they follow. Acceptance of social support (perceived social support) explains the players' subjective assumptions about the availability of interpersonal support from their social networks. Loneliness explains how much support from the environment around game players. This concept explains the opposite where when the state of support for it is a little, it will automatically feel alienated and lonely. When a game player feels that parts of social integration begin to disappear from him, tendencies

Saturday, November 10, 2018

Online game

Online game
By: Reti Sufarni

Faculty of Islamic Law and philosophy, sociology of Religion, UIN Ar-Raniry, Darussalam, Banda Aceh

The rapid development of the world towards modernization makes technology more sophisticated. Games that were traditional in the past, have now become electronic. This electronic game can be done indoors, so without requiring to leave the house to do it. There are so many electronic games found. Electronic games supported by network systems such as x-box, nitendo, playstation, PC games. There are also games with different places and very far range, such as online games.

Online games may have been very well known in the community, this game itself has been played in various circles both among the children, young people, men and women are now used to being seen in the eyes. Online games have developed in communities that are now very well known with games that are so attractive that teenagers and children are increasingly interested in the online game.

It cannot be denied that online games themselves have become bored time friends of the children, because at the time of the gap playing games is the main choice for teenagers and children today. Examples of online games that are more trending now, such as "Mobile Legends" now many devotees, many of them play this game, by consuming a low internet quota, its users increasingly like this online game. On every cellphone or called an android / gadget cell phone, it's easy to find, just by downloading the app on play store, it's now easy to access by users. Online games are very promising, because why online games have many enthusiasts.

Online game fans are now almost all over the country and the world. The online game itself is very much in the range depending on the user's preference to play it. Actually playing games with a lot of negative effects such as forgetting time and lack of association or often called lack of socializing / mingling with other friends, it is clear that many of them spend free time in internet cafes rather than socializing with their peers.

In addition to online games in internet cafes now ordinary games can be played by those who like jelly games without using the internet network, with the android on hand now users can access ordinary games without having the internet network quota at all. This adds to a lot of users increasingly like the world of this game. The game itself becomes a preoccupation that can be felt by the user's soul. Games can be used at any time and anywhere without restrictions for users. Now the game itself is easy to meet without the slightest difficulty to access it. Making it easier for them to use the game easily without having to leave the house again.

Now, online games are more and more interested in their daily activities, the children arrived home from school immediately to the nearest cafe to go play games. This shows that online games are so much in the interest of young people. Many of them prefer playing games rather than learning, now they prefer playing games rather than making friends with friends around them.

The rise of online games is now the game makers are increasingly developing new ideas to get as much profit as possible so that the game sellers increasingly benefit and make our next generation more fall and get slumped. Thus causing many victims of online games that are negligent with the time they have.Now there are no more generations that make them become like childhood first, the games are very traditional, challenging, the presence of togetherness and socialization are so strong, so that the first experience with experience is now very different. In the past, children like to play hide-and-seek, playing jump ropes, pato catfish, bamboo cannons and so on. Togetherness is more attached, experience is much more fun and exciting than now. If now parents prefer to buy gadgets and other electronic media tools without thinking about what the future causes are like.

Parents should prioritize children's movements so as not to spend time playing online games at home. Because socialization is necessary and important for the future of the child too. The game is like an opium that will continue to want to try and try so as to make the child's brain focus on playing games rather than playing with friends in the real world.

now online games also become one of the modern children's hobbies like now. So it would be better if parents pay more attention to the environment than to spend time on their own. the role of parents to pay attention to children's behavior and educate them correctly.

Friday, November 9, 2018

Online Game Phenomenon

Online Game Phenomenon
[id = "attachment_228165" align = "aligncenter" width = "450" ??caption = "bio.prlog.org"] [/ caption] Maybe many of our friends in social media like Facebook sometimes have a link for us to join the online game. And even so, even though I have never clicked on a link. It's not like games but I prefer playing offline games. It's good to be able to play at any time without being bothered by an internet connection. Now, 2 days ago accounting work was a little, so my boss told me to do a market reseacr about online games. The main thing is all about online gaming, from companies, business prospects in Indonesia, problems and solutions, complete pokonya investments. It seems like he wants to do business and investment to make a game maker company. Two days of playing online games I found out that online games were like real life. There is life, love, money, market, economy, inflation, and so on. All online games are managed by a president (Game Master). To the game master, all users complain about the online game if the middle of the road encounters obstacles. Online games also have many streams. There are music, war, adventure, anime and much more. Terms in online games are also foreign to me such as cheats, cheaters, cash, GM, party, guild, war, archon, economic value (changes in Dalant-Gold exchange rate, auction, sale / purchase price of goods) and so on. In online games there are also buying and selling transactions using game money. Even in Korea, there are also transactions with real money. Transfer each other like fellow users. However, because there are a lot of disadvantages, the government prohibits and there are laws regarding the prohibition of buying and selling in real terms. Just use game money. If the mechanism might depend on the type of online game, yeah. In Indonesia, the game maker company has around 70 companies. Wow, lots too. The majority of foreign companies. For local games, it's a bit because of the interest in capital. They (foreign companies) say they find great opportunities in Indonesia. Because of the large country, large population and also the development of technology such as smartphones, gadgets are increasingly developing. So you can play games via cellphone. Not only for the upper class. The lower class can also buy it at a very affordable price. How come it feels like damaging the nation's generation. What happens if all Indonesian children are addicted to online games. Can be dangerous. Finally after market research, I explained to my boss what it is, why would I want to invest in this business, mending to another one hehe ... and until now there has been no response or just a discourse about game maker business. Happy ... Playing online games also has a negative and positive side. So you must think first to play the online game. If you just fill your spare time just go ahead. Here are the negative and positive sides: The negative impact of playing online games is: Sisalal relationship with friends, family becomes tenuous because their shared time is greatly reduced. Our association is only in online games, making online game addicts isolated from friends and real social environments. And game addicts are very difficult to connect with others because they only socialize in the gaming world.

Psychologically, our minds are constantly thinking about the game we are playing. We find it difficult to concentrate on studies, work, frequent absenteeism or avoiding work. Makes us indifferent, indifferent, less concerned about things that are happening around us. Doing anything in order to play games, like lying, stealing money, anything will be done for online gaming.
Positive impact of playing online games:
The positive side depends on the online game. For example, virtual socialization without limited space, knows the characteristics of each person better. This will not come from physical socialization which is limited by space and time, although physical friends have also varied. Train Cooperation, this is for games like a team. Train sportsmanship. If you lose, lose. Only for this one, quite a lot of people take shortcuts: cheats. And one positive benefit of all online games is to eliminate real-world stress.
So, actually the adverse or not problem returns to his own person, how he responds to online games. Even so, adults can also give information to children about online games, so that there will not be cases like the above. The problem is, we tend to seek blame rather than blame ourselves
Greetings Online Game
Source: 1. eddy-kruger.blogspot.com 2. http://forum.rpgfantasy.web.id/index.php?topic=605.0, Cempaka Putih, 20-02-2013

Thursday, November 8, 2018

Online Game Addiction to Teens and Wise Ways to Act

Online Game Addiction to Teens and Wise Ways to Act
Online games, or games that are accessed using the internet network, have developed rapidly and are popular with many people, including teenagers. In the usage limit that is not excessive, online gaming can basically be said as a means of entertainment or leisure time activities. However, there are also online game players who have difficulty controlling their playing habits to become addiction / addiction.

The phenomenon of online game addiction has been investigated in various countries, including in Indonesia. A 2013 publication in the Public Library of Science One journal (PLoS ONE) written by educational psychologists, Dr. Sri Tiatri, along with colleagues from Tarumanagara University, showed that 10.5 percent or as many as 150 people out of a total of 1,477 samples of junior and senior high school students who were active playing online games in four cities in Indonesia (Manado, Medan, Pontianak and Yogyakarta) were declared experiencing online game addiction .

Still as part of the research conducted by Dr. Sri Tiatri and her colleagues, playing online games basically can bring positive benefits, for example opening up opportunities to get to know many friends from other parts of the world through the internet, and can be a means of practicing pleasant English.

However, on the other hand, when it leads to addiction, playing online games can have a negative impact. For the past few years to date, for example, there have been reports of school skipping behavior until theft committed by junior and senior high school students in Indonesia because of the desire to play online games that are unstoppable. The stealing behavior is forced to do because they need money to play online games at the cafe.

Psychologists / psychiatrists can conduct an examination and provide a diagnosis of addiction to online / internet gaming games based on the Diagnostic and Statistical Manual of Mental Disorders-V (DSM-V) criteria, which is if they meet at least 5 symptoms from the following symptom sets over a 12-month period:
1. The mind is constantly focused on online games
2. Feeling anxious, not calm, or sad when you can't play online games
3. There is a need to increase the length of time playing online games
4. Failed when trying to control the desire to play online games
5. Loss of interest to engage in hobbies or other entertainment activities, except online games themselves.
6. Continuing the habit of playing online games despite being aware of the psychosocial problems caused by online gaming behavior.
7. Lying about the behavior of playing online games (frequency and duration) to family members, therapists, or other people.
8. Play online games to escape negative feelings
9. The behavior of playing online games threatens or has lost the relationship / work / education.

Professionally handled

Online game addiction that tends to be severe and has been very disturbing should be handled by psychologists / psychiatrists who do have clinical competence to handle the case. This is important to note, especially because on the field it is often found that online game addiction in adolescents turns out to be closely related to other problems, such as family problems, so those who experience it need to be addressed comprehensively.

Apart from the handling carried out by professionals in the field of mental health, the fact that the high number of online game addiction in teenagers in Indonesia is certainly worrying and needs attention from various other parties. Parents and teachers in this case can be a line that can work together to monitor and overcome online game addiction in adolescents.

In dealing with online game addiction, beforehand it needs to be understood in advance that addiction is a condition that arises and develops slowly, so that its countermeasures cannot be done in the blink of an eye.Handling online game addiction requires a process that demands business consistency from those who experience the addiction itself, along with the support and supervision of those closest to them. For example, parents can design an agreement on the deadline for playing online games per day for their children, by agreeing also on the negative consequences if violated and positive consequences if obeyed. This strategy can also be accompanied by the effort to move the computer to the living room so that playing time can be truly supervised.

In addition, there are also preventive efforts that can be done in general, starting with providing education to those who experience addiction regarding online game addiction itself and the accompanying negative impacts, to provide alternative activities for them.

Alternative activities need to be designed to have criteria that can create a sensation similar to playing online games, but of course within reasonable limits, so that alternative activities will not be the object of new addiction!

Playing online games can provide a drifting experience or flow, and create curiosity and challenge in the players to make them unable to stop playing. Therefore, providing alternative activities that can accommodate these characteristics, accompanied by adequate supervision, can be a powerful strategy to reduce online game addiction.

In school, examples of alternative activities can be realized in the form of organizing photography / videography activities and regular sports tournaments. Thus, the time that was originally used to play online games can be transferred to this alternative activity. Meanwhile, at home, parents can think about and discuss alternative activities that are more adaptable to their teenagers' interests.

Last but not least, in responding to online game addiction in adolescents, as much as possible avoid labeling them as recalcitrant teenagers who cannot be regulated, because it is not uncommon to find that they really want to quit, but are not successful. Therefore, of course, embracing and helping them out slowly dispel their addiction can be the best choice of attitude.
close
Banner iklan disini