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dc.contributor.authorTriyono, Agus
dc.contributor.authorYuliarso, Kurniawan Kunto
dc.date.accessioned2012-08-07T04:49:04Z
dc.date.available2012-08-07T04:49:04Z
dc.date.issued2011
dc.identifier.citationAnderson, C.A. 2004. “An Update on the Effects of Playing Violent Video Games.” Journal of Adolescence. 27(1): 113-22. Anderson, C.A., and B.J. Bushman. 2001. “Effects of Violent Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal and Prosocial Behavior: a Meta-analytic Review of the Scientific Literature.” Psychological Science. 12(5):353-9. Biocca, Frank A., Opposing Conceptions of the audience : the Active and Passive Hemispheres of Mass Communication Theory dalam james A. Anderson, (Ed) (1998) Communication Yearbook : Volume 11 Sage Publications, Inc. Byod, D.M., and Ellison, N. B (2007), Social Network sites : Definition, history and scholarship. Journal of Computer-Mediated Communication, 13 (1), article 11. http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html Clark, Neils, and P Shavaun Scott, 2009, Game Addiction, The Experience and the Effect, McFarland & Company, Inc, Publishers, Jefferson, North Carolina and London. Dervin, B and Song, M., 2005, Reaching for phenomenological depths in uses and gratifications research : A quantitative empirical investigation. Paper presented at the annual meeting of the international communication association, New York City, may. Ducheneaut, N., R.J. Moore, and Nickell, E. 2004. “Designing for Sociability in Massively Multiplayer Games: An Examination of the “third places” of SWG. Proceedings of the Other Players conference, edited by J.H. Smith and M. Sicart, Denmark, Copenhagen: IT University of Copenhagen. Durkin, K., and K. Aisbett. 1999. Computer Games and Australians Today. Sydney: Office of Film and Literature Classification. Durkin, K., and B. Barber. 2002. “Not So Doomed: Computer Game Play and Positive Adolescent Development.” Journal of Applied Developmental Psychology. 23(4): 372-92. Ruggiero, T. (2000). Uses and gratifications theory in the 21st century. Mass Communication and Society, 3- 37. Retrieved September 21, 2009, from http://www.kayesweetser.com/wpcontent/ uploads/2007/08/adpr5990_ruggerio.pdf Safko, Lon, 2010, Teh Social media bible : tactics, tools and strategie for business success, 2nd edition, New Jersey : John Wiley&Sons, Incen_US
dc.identifier.isbn979-98426-27-6
dc.identifier.urihttp://hdl.handle.net/11617/1830
dc.description.abstractStudi yang dilakukan Durkin dan Barber (2002) yang memandang bahwa permainan digital merupakan suatu bentuk kehidupan sosial yang unik, merubah pandangan para peneliti tentang konsepsi bahwa dunia permainan digital hanya memunculkan aspek ketagihan, terisolasi secara sosial dan munculnya tindakan kekerasan (Anderson, 2004). Facebook yang mendedikasikan pada social networking sites (SNS), mulai menambah fiturnya dengan beragam permainan berbasis jaringan pertemenan. Riset tentang massively multiplayer online role-playing games (MMORPG) sudah banyak dilakukann oleh para peneliti, akan tetapi riset game online yang berbasis SNS dengan ide dasar yang berbeda belum banyak mendapat perhatian. Berdasarkan pendapat Durkin dan Barber tersebut, peneliti tertarik untuk melihat motif uses and gratifications apa yang ada dibenak para pemain game di SNS. Dengan paradigma konstruktivis serta dengan design penelitian virtual etnography, peneliti memperoleh beberapa temuan tentang motif dan gratifikasi dari para pemain game di SNS, yakni : kompetisi, kolaborasi, diversi serta koordinasi dan pembelajaran.en_US
dc.publisherProgram Studi Ilmu Komunikasi UMSen_US
dc.subjectsocial network sitesen_US
dc.subjectuses and gratificationsen_US
dc.subjectvirtual ethnographyen_US
dc.titleBermain di Kehidupan Digital (Studi Virtual Enthnography Pendekatan Uses and Gratifications pada Permainan Farmville di Facebook.com)en_US


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