Jumat, 07 Oktober 2011

pengaruh game online

berdasar kan survei yang saya lakukan dikalangan remaja permainan yang sangat populer sekarang adalah game online. menurut beberapa teman saya yang telah

mengapa mereka  lebih suka permainan game online?
# Permainan game online lebih canggih dan lebih seru kalau dibandingkan dengan permainan yang mereka lakukan sehari hari(sebelum merekamain game online)
# Permainan game online keren kalau dilihat dari segi properti
# permainan game online bisa menemukan orang orang yang sehoby
# Kita bisa bersaing dengan orang-orang tertentu yang telah kita pilih

apa yang mereka rasakan saat atau setelah main game online?
# ada yang mengtakan prestasi mereka disekolah menurun
# ada yang mengatakan stress yang mereka rasakan hilang
# ada yang mengatakan mata mereka pedih karena terlalu banyak main game online
# ada yang mengatakan komunikasi antara beberapa orang hilang
# ada yang mengatakan di pikiran mereka muncul beberapa halusinasi dari game online.

apa sih tujuan game online?
#ada yang mengatakan untuk membuat senang 
# ada yang mengtakan sebagai ajang hiburan
# ada yang mengtakan tidak tau 

 game online menurut enclopedia :
An online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity beyond single player games.
The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video, audio, and a whole new set of user interactivity. When Microsoft began packaging Flash as a pre-installed component of IE, the Internet began to shift from a data/information spectrum to also offer on-demand entertainment. This revolution paved the way for sites to offer games to web surfers. Some online multiplayer games like World of Warcraft, Final Fantasy XI and Lineage II charge a monthly fee to subscribe to their services, while games such as Guild Wars offer an alternative no monthly fee scheme. Many other sites relied on advertising revenues from on-site sponsors, while others, like RuneScape, or Tibia let people play for free while leaving the players the option of paying, unlocking new content for the members.
After the dot-com bubble burst in 2001, many sites solely relying on advertising revenue dollars faced extreme adversity. Despite the decreasing profitability of online gaming websites, some sites have survived the fluctuating ad market by offsetting the advertising revenue loss by using the content as a cross-promotion tool for driving web visitors to other websites that the company owns.[citation needed]
The term online gaming in many circles is being strictly defined to describe games that do not involve wagering, although many still use the term online gaming synonymously with online gambling. This article focuses on online games that do not involve wagering, online gambling is discussed in a separate article.


Game online menurut pengalaman saya:

game online dalah permainan dalam bentuk digital yang bisa untuk sarana bermain lebih dari satu orang dan permainan ini mengunakan media internet .permainan game online memiliki dampak yang besar terhadap seseorang khusus nya dalam hal kbiasaan dan prestasi seseorang. orang yang senang main game online secara berlebihan akan memiliki hal-hal berikut pada dirinya:
- halusinasi yang berlebihan
- memiliki sifat kasar 
- prestasi dalam berbagai bidang menurun





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