Analisis Pola Komunikasi Pelaku Game On Line di Keluarga (Studi Deskriptif Pada Remaja di Wilayah Kelurahan Duri Kepa Jakarta Barat)
Abstract
Abstrak
Perkembangan internet menyuguhkan banyak penawaran yang menarik, khususnya remaja. Salah satunya pada Game Online. Bermain Game Online secara berlebihan akan mempengaruhi kesehatan baik fisik maupun mental pada anak, dan bisa mengarah pada adiksi bagi pemainnya. Didasari pandangan bahwa penerapan disiplin yang efektif serta komunikasi yang baik antara orangtua dan anak merupakan faktor penting dalam membatasi atau mengontrol kegemaran anak bermain Game Online, maka orangtua perlu memahami bagaimana membentuk relasi yang hangat dengan remaja sebagai anak . Pendekatan Uses And Gratification merupakan suatu teori yang menggambarkan apa yang dilakukan oleh orang terhadap media. Kristalisasi dari gagasan, anggapan dan temuan penelitian tentang uses and gratifications menyatakan bahwa kebutuhan sosial dan psikologis menggerakkan harapan pada media massa atau sumber lain yang membimbing pada perbedaan pola-pola terpaan media dalam menghasilkan pemuasan kebutuhan informasi. Pola terpaan pada pengguna Game Online hingga terkadang menimbulkan addict selain menyesuaikan suasana hati tertentu, tetapi juga dalam upaya mewujudkan pemberdayaan. Kata kunci : game on line, authoritarian, permissif,demokratis, uses and gratifications,adiksi
Abstract
The development of the internet presents many interesting offers, especially teenagers. One of them on the online game. Excessive online game play will affect both physical and mental health in children, and can lead to addiction for the players. Based on the view that effective discipline and good communication between parents and children is an important factor in restricting or controlling children's passion for online gaming, parents need to understand how to form warm relationships with teenagers as children. Uses And Gratification approach is a theory that describes what people do to the media. The crystallization of the ideas, assumptions and findings of research on uses and gratifications suggests that social and psychological needs move expectations on mass media or other sources that lead to different patterns of media exposure in generating information needs satisfaction. Exposure pattern on Online game users until occasionally raises addict in addition to adjusting a certain mood, but also in an effort to realize empowerment. Keywords: online game, authoritarian, permissif, democratic, uses and gratifications, addiction
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DOI: https://doi.org/10.47007/jkomu.v14i2.184
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