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Journal articles on the topic 'Game habit'

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1

Leling, Apliana Kodu, Sirli Mardianna Trishinta, and Tantry Ajeng Parnawati. "Association Between The Level of Habit of Playing Online Games and Social Behavior In Adolescents." Care : Jurnal Ilmiah Ilmu Kesehatan 12, no. 3 (2024): 499–507. https://doi.org/10.33366/jc.v12i3.6408.

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The increasing prevalence of habit of playing online games among adolescents has raised concerns about its potential impact on their social behavior. The purpose of this study was to determine the connection between the level of habit of playing online games and social behavior in adolescents at SMK N 1 Loli. Employing a cross-sectional research design, the population consisted of 50 teenagers, with a purposive sampling technique yielding a sample of 34 teenagers. The study designated habit of playing online games as the independent variable and social behavior as the dependent variable. Data
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Jiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.

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Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The
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Nudin Nudin, Wa Ode Reska Prasetya, and Wa Ode Arwati Wangi. "Edukasi Kelompok Dalam Mengurangi Kecanduan Bermain Game Terhadap Siswa SD." Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan 1, no. 3 (2024): 94–103. http://dx.doi.org/10.62383/aksinyata.v1i3.303.

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Online game addiction is a problem that has received attention from the wider community. Currently, much research is focused on efforts to reduce the level of online game addiction. This research aims to reduce the habit of playing online games through group discussion techniques among students at SDN 64 Buton District. Lasalimu, Kab. Buton, Southeast Sulawesi. This type of research is classroom action research. The research subjects were 10 students who were determined using purposive sampling techniques. Data collection instruments include a questionnaire on online game playing habits and ob
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Prilian, Elvin Eka, Mario Dani, Runi Prameswari, and Peri Akbar Manaf. "To Whale or Not to Whale: Repeated Purchase Behavior Paid Players in Genshin Impact." Indonesian Journal of Multidisciplinary Science 2, no. 10 (2023): 3293–307. http://dx.doi.org/10.55324/ijoms.v2i10.580.

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Online games are a means of entertainment for people of all ages and can be easily accessed by anyone. Games or online games that are becoming a trend today are socially interactive video games. These online games invite friends, family, and others to join and participate in ongoing games. This study investigates factors influencing repurchase decisions and intentions among online game players, Genshin Impact, in DKI Jakarta. A quantitative research method was employed, utilizing Partial Least Square with SmartPLS software, and a sample of 500 respondents was analyzed. The variables examined i
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Yusnizal, Firdaus Yulia Pebrianti dan Titi Andriyani. "PENGARUH KECANDUAN GAME ONLINE TERHADAP PERILAKU KONSUMTIF SISWA PENGGUNA GAME ONLINE." JURNAL RISET TERAPAN AKUNTANSI 2, no. 2 (2020): 169–80. https://doi.org/10.5281/zenodo.3840736.

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Research Cooperation Program between Lecturer and Collegeans entitled The Impacts of Addiction of Online Games towards The Students’ Habit of Consumptivity (Research involving students in SMAN 1 Palembang and SMAN 2 Palembang), is raising problems as mentioned; 1) calculating the ratio of the impacts of addiction of online games towards the students in SMAN 1 Palembang and SMAN 2 Palembang’s habit of consumptivity. 2) Calculating how big the impact of online games addiction towards the habit of consumptivity of students in SMAN 1 Palembang and SMAN 2 Palembang. The methods used in
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Ge, Qi, Brad R. Humphreys, and Kun Zhou. "Are Fair Weather Fans Affected by Weather? Rainfall, Habit Formation, and Live Game Attendance." Journal of Sports Economics 21, no. 3 (2019): 304–22. http://dx.doi.org/10.1177/1527002519885427.

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We analyze habit formation in sports attendance utilizing rainfall as an unexpected, transitory shock to attendance costs. Using attendance data from Major League Baseball (MLB) and National Oceanic and Atmospheric Administration weather data, we analyze the impact of variation in game day weather conditions on current and future MLB attendance. The empirical strategy permits identification of both the formation and persistence of habit from exogenous weather shocks. Past adverse weather shocks increase future attendance by about 200 fans per game. This contributes to the literature developing
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Suliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (2018): 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.

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The negative impact of playing video games can cause addiction, which affects the lack of socialization of children with peers. This study aims to determine the relationship between the habit of playing video games and the social development of elementary school children. The research design was crossectional. The research sample was 92 elementary school students in grades 4, 5 and 6. Sampling was done randomly. The results showed a significant relationship between the habit of playing video games with social development which included: length of play time 1.5 hours (p = 0.048), more than 2 ho
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Li, Mengjun, and Ayoung Suh. "We-intention to continue playing mobile multiplayer games: the role of social play habit." Internet Research 31, no. 4 (2021): 1153–76. http://dx.doi.org/10.1108/intr-04-2020-0208.

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PurposeThe purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.Design/methodology/approachDrawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.FindingsThe results indicate that developing social play habit is critical to the formation of a we
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Febriani, Vania Wahyu, T. Brenda Chandrawati, and Albertus Dwiyoga Widiantoro. "Designing Education Game to Choose Hygiene and Healthy Snacks for Children." SISFORMA 2, no. 2 (2017): 27. http://dx.doi.org/10.24167/sisforma.v2i2.619.

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Children from elementary school like to eat snacks or food which are sold by snack sellers around school. Children who like to buy and eat rarely watch the hygiene and healthy of the snacks and the snack sellers which they will buy.Because that habit, the plan of designing education game to educate children is being made. So children can take more attention to choose snack that they will buy. Video games that have theme of hygiene and healthy snacks are rarely can be found.In this paper will be discussed about the habit of children consuming snacks and the design of education game which can be
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Carvalho, Darlinton Barbosa Feres, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos, and Diego Roberto Colombo Dias. "A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation." JMIR Serious Games 7, no. 4 (2019): e11151. http://dx.doi.org/10.2196/11151.

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Background Alcohol abuse is the primary cause of (public) health problems in most parts of the world. However, it is undeniable that alcohol consumption is a practice that is widely accepted socially in many places, even being protected by law as a cultural and historical heritage. The issue of alcohol abuse is complex and urgent, and consequently, it is necessary to create innovative approaches such as the proposal explored in this study. Objective This study aimed to explore the development and evaluation of a serious game for smartphones to present a novel approach to address the issue of a
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Zelika, Silva, Masturi Masturi, and Santoso Santoso. "MENGATASI KEBIASAAN BERMAIN GAME ONLINE MELALUI KONSELING BEHAVIORISTIK DENGAN TEKNIK SELF MANAGEMENT." Jurnal Muria Research Guidance and Counseling (MRGC) 1, no. 1 (2022): 103–12. http://dx.doi.org/10.24176/mrgc.v1i1.8598.

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This study aims to: 1) describe the factors that cause the habit of playing online games in seventh grade students of SMP Negeri 2 Gebog Kudus. 2) Helping overcome the habit of playing online games through behavioristic counseling with Self Management techniques for seventh grade students of SMP Negeri 2 Gebog Kudus.Based on the results of the study, it can be concluded that the factors that cause the habit of playing online games are two factors, namely internal and external, there are several factors that cause CNKA and MHAR to have the habit of playing online games, including: lack of self-
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Qiu, Zixuan. "Game Design and Player Characteristics in Chinese MMORPGs: A Case Study of Justice." Lecture Notes in Education Psychology and Public Media 98, no. 1 (2025): 39–47. https://doi.org/10.54254/2753-7048/2025.ht24119.

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Technological advancements and changes in social habits have driven the rapid growth of mobile users, leading to a boom in mobile games that enrich people's leisure time and transform entertainment consumption patterns. This study selects deep players of "Justice" as samples, using in-depth interviews to explore the behavioral characteristics of Chinese gaming culture phenomena. The research collected insights from 14 experienced players regarding their motivations, behavioral traits, and views on game design and dissemination. By analyzing the content features of the game, it examines players
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Dhir, Amandeep, Ashraf Khalil, Puneet Kaur, and Risto Rajala. "Rationale for “Liking” on Social Networking Sites." Social Science Computer Review 37, no. 4 (2018): 529–50. http://dx.doi.org/10.1177/0894439318779145.

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The “ like” feature is popularly utilized by online social media users for different reasons including socializing, giving feedback and giving or seeking attention as well as for pure affection. The “ like” function is a gamified element of social networking sites used billions of times per day. Despite its widespread use in the social media space, little is known about the different factors that influence Facebook users’ “ like” continuation intention or the game mechanics of “ like.” To address this relevant issue, a cross-sectional survey was administered with 728 adolescent Facebook users
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Agus, Agus, Kurniati Zainuddin, and Muhrajan Piara. "Behavior of Verval Violence in Online Game Players (Mobile Legend: Bang Bang)." ARRUS Journal of Social Sciences and Humanities 4, no. 2 (2024): 184–98. http://dx.doi.org/10.35877/soshum2484.

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Verbal violent behavior in the online game mobile legend: bang bang for some online game players is normal and has become a habit. The purpose of this study was to explore the behavior of verbal violence in online game players: mobile legend bang bang. This study uses a qualitative research design with a construct realism approach. The research respondents totaled 188 online game players: mobile legend: bang bang. Data was collected using an open question questionnaire. Data analysis was carried out in three stages, namely open coding, axial coding, and selective coding. The results of the stu
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Hairunisa, Indah. "The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA." Jurnal Ilmu Kesehatan 7, no. 1 (2019): 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.

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Online game is a game that can be accessed by the community using internet access. Online games are known to have a fun and addictive effect on their use. Indonesia is the 16th most online game user in the world. This study aims to provide an overview and the impact of the habit of playing online games on Pharmacy students in Samarinda. The method used in this study was using questionnaires distributed to at least 57 respondents of Pharmacy students in Samarinda. The results show that at least 80% of students have played online games with an average playing time of 1-2 hours in one day. The re
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Ulum, Mohamad Miftachul, Sri Mugianti, and Imam Sunarno. "Development of PeCiKu TAHeS Educational Media (Hand Washing Habits and Short Nails for Grat and Healthy Children) to Increase Knowledge and Attitudes to Prevent Covid 19 at Tanjungsari 2 Elementary School, Blitar City." JOSAR (Journal of Students Academic Research) 6, no. 2 (2022): 134–47. http://dx.doi.org/10.35457/josar.v6i2.2068.

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Promotion of healthy lifestyle habits of washing hands and short nails in pre-childrenat Tanjungsasi 2 Elementary School is one form of prevention against deviant attitudes andlifestyles. This study used the Pre-Experimental method: The One Group Pretest-PosttestDesign. The research subjects consisted of 60 elementary school students in grades 3 and 4divided into groups of 5 students each as users of the APE Educational Media PeCiKuTAHeS and 30 parents/guardians/teachers, 1 psychologist as an assessor of EducationalMedia Educational Game Tools PeCiKu TAHeS at Tanjungsari 2 Elementary School Bl
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Wohn, Donghee Yvette. "The Role of Habit Strength in Social Network Game Play." Communication Research Reports 29, no. 1 (2012): 74–79. http://dx.doi.org/10.1080/08824096.2011.639912.

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Yakub Buruja Karim, Maura Novandi, Aldin Ramadhani, and Jihad Lukis Panjawa. "Faktor Pendorong Mahasiswa Bermain Game Online Mobile." Bandung Conference Series: Journalism 3, no. 3 (2023): 388–96. http://dx.doi.org/10.29313/bcsj.v3i3.9652.

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Abstract. Evidence of the rapid development of technology is the widespread use of the internet, one of which is mobile online games. Mobile online games are not only used for gaming purposes, but also for business and profession. The purpose of this research is to analyze the driving factors for student goals in playing mobile online games for entertainment or business and professional purposes. Based on the research, the results obtained in the form of variable effort expectancy, social influence, and habit have no significant effect on business and profession as the goal of students playing
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Mulyaningsih, Sri Desi. "Design of Educational Games of The introduction of Nutritious Food For Kids." SISFORMA 2, no. 2 (2017): 42. http://dx.doi.org/10.24167/sisforma.v2i2.617.

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Keeping the food supply is done continuously since we were child. But in fact, childrens awareness of having balanced nutrition of dietary habit is still limitless. Then came the idea to develop educational game introduction nutritious food for children. The results of the study generates that 29 of 30 respondents had never played a educational game with the material related to it. And all the respondents said that they are all interested in the idea of developing educational game introduction nutritious food for children.
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Muhisom, Hariyanto, Nelly Astuti, and Darsono. "Hubungan Kebiasaan Bermain Game Online dan Motivasi Belajar dengan Hasil Belajar Tematik Peserta Didik Kelas V SD Negeri se-Gugus Diponegoro Kecamatan Metro Selatan." Pedagogi: Jurnal Pendidikan Dasar 11, no. 2 (2025): 12–19. https://doi.org/10.23960/pdg.v11i2.683.

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The problem in this study is the habit of playing online games and learning motivation as well as their relationship with thematic learning outcomes of students in class V SD Negeri as Diponegoro Cluster, Metro Selatan District, Metro City. This study aims to determine a significant relationship between the habit of playing online games and learning motivation with thematic learning outcomes. The type of research is ex-postfacto correlation. The population amounted to 59 students and all populations were used as research samples. The data collection instrument is a questionnaire with a Likert
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Wati, Widia. "ANALISIS FAKTOR-FAKTOR KEBIASAAN ANAK BERMAIN GAME ONLINE DI SDN ANGKATAN KIDUL 01." WASIS : Jurnal Ilmiah Pendidikan 4, no. 1 (2023): 49–54. http://dx.doi.org/10.24176/wasis.v4i1.9817.

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ANALISIS FAKTOR-FAKTOR KEBIASAAN ANAK BERMAIN GAME ONLINE DI SDN ANGKATAN KIDUL 01 Widiawati1, Maturi2, F. Shoufika Hilyana3123Universitas Muria Kudus ABSTRAKPenelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi anak melakukan kebiasaan bermain game online. Penelitian ini dilakukan dengan menggunakan metode penelitian kualitatif atau pendekatan fenomenologi sebagai tahapan dalam penelitian. Penelitian ini dilakukan di Desa Angkatan Kidul Kecamatan Tambakromo Kabupaten Pati dengan 8 informan yang terdiri dari 4 siswa dan 4 orangtua atau wali murid. Penelitian ini menggunakan
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Hanik, Umi, Siti Nurjanah, Ratna Yunita Sari, Imamatul Faizah, and Riska Rohmawati. "Does game addiction have a relationship with adolescent sleep quality?" Bali Medical Journal 12, no. 3 (2023): 2812–14. http://dx.doi.org/10.15562/bmj.v12i3.4355.

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Introduction: Addiction to online games is one of the impacts caused by technological developments. One of the effects of online game addiction is a change in sleep quality. This study aims to analyze the relationship between the habit of playing online games with adolescent sleep quality. Method: This study is a correlation analytic research design with a cross-sectional approach, the research sample was 109 respondents from 150 populations using simple random sampling. The independent variable of this study was the habit of playing online games and the dependent variable was sleep quality. T
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Çeviker, Arzu Pekğöz, and Mustafa Önder Şekercioğlu. "Determination of the Nutritional Habits of the Primary Teacher Candidates for the Game and Physical Activities Teaching Course." Journal of Educational Issues 8, no. 1 (2022): 557. http://dx.doi.org/10.5296/jei.v8i1.19826.

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Today, countries implement policies and programs for childhood obesity. However, the effect of classroom teachers in preventing obesity is in a position to be a role model for students. Therefore, the awareness of the pre-service classroom teachers about nutrition and their nutritional behaviors have an important place on the students. On the other hand, a regular and correct nutrition behavior that the teacher candidates who are trained in the primary school teaching program will receive can gain this behavior to the students they will teach. In addition, there is a balanced and regular eatin
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Jolley, Kristie. "Video Games to Reading: Reaching Out to Reluctant Readers." English Journal 97, no. 4 (2008): 1–6. http://dx.doi.org/10.58680/ej20086300.

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Junior high school teacher Kristie Jolley believes students become more willing and motivated to practice reading strategies when they are “comfortable within their realm of literacy.” Background knowledge of video games helps students succeed in understanding and enjoying game-based texts, which she incorporates into her classroom library as encouragement for a habit of reading and as a bridge to increasingly difficult texts. Jolley also offers an overview of popular game-based texts.
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Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

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Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game.
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Yonathan, Orville, and Sinta Paramita. "Representasi Budaya Termarginalisasi dalam Game." Koneksi 5, no. 1 (2021): 194. http://dx.doi.org/10.24912/kn.v5i1.10234.

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Games as a form of mass communication carry messages for the audience. One of the games called marginalization was Player Unknown's Battlegrounds (PUBG). This study aims to identify the existence of marginalization in minority cultures in the PUBG game. The PUBG game is a survival game against 100 people where the players are placed on an island. How to survive is done by killing opposing players using the weapons that have been provided. This game can be done alone or in groups of four. The research method used by researchers is qualitative research methods. The research technique used is the
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Ajis, Helmi, Riza Fatimah Zahrah, and Hatma Heris Mahendra. "Analisis Pengaruh Game Online Mobile Legends Terhadap Minat Belajar Siswa Kelas V Di SDN Cibunigeulis 1." Jurnal Pendidikan Rafflesia 3, no. 1 (2024): 63–72. https://doi.org/10.70963/jpr.v3i1.95.

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This study aims to determine the analysis of the influence of the online game mobile legends on the learning interest of fifth grade students at SDN Cibunigeulis 1. Problems in the study The low learning interest of fifth grade students at SDN Cibunigeulis 1 which is influenced by the online game mobilegends. The method used in this study is descriptive qualitative. Data collection techniques in this study include observation, interviews and documentation. The results of the study showed that the habit of playing online games, especially Mobile Legends, among fifth grade students at SDN Cibuni
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Bekoum Essokolo, Vicky-Lauren, and Elisabeth Robinot. "«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness." Sustainability 14, no. 10 (2022): 5774. http://dx.doi.org/10.3390/su14105774.

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Climate change appears to be the ecological issue which benefits from the most attention in the literature, compared to equally alarming situations such as plastic pollution. In fact, waste management issues took a new step with the recent discovery of microplastics in human blood for the first time, as it used to be a hypothesis. Instead of separating those questions, some researchers tend to consider that a link exists between the effects of global warming and plastic degradation in the ocean. Research focusing on the construal-level theory and the psychological distance explain the lack of
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Vuong, Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen, and Minh-Hoang Nguyen. "A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions." Data Intelligence 3, no. 4 (2021): 606–30. http://dx.doi.org/10.1162/dint_a_00111.

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Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists
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Julywan, Fadhil Arta, and Wiryo Setiana. "Peran Bimbingan Orang Tua Dalam Upaya Mengurangi Kebiasaan Anak Bermain Game Online." Irsyad: Jurnal Bimbingan, Penyuluhan, Konseling, dan Psikoterapi Islam 11, no. 1 (2023): 1–18. http://dx.doi.org/10.15575/irsyad.v11i1.23683.

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In this modern era, with the rapid advancement of science and technology, activities have become easier. This paper aims to find out how the condition of children in the Citatah Tengah village in playing online games, the forms of online games that are often played by children, the efforts of parental guidance in reducing children's playing online games and how the results of parental guidance in efforts to reduce children's habits playing online games in Citatah Tengah village. The research method uses a descriptive descriptive method which involves data sources from parents who have a habit
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Harsono, Alnando, Ridwan Sanjaya, and Bernadinus Harnadi. "Game Save The Sea! as an Education Media to Prevent Water Pollution." Journal of Business and Technology 1, no. 2 (2021): 68. http://dx.doi.org/10.24167/jbt.v1i2.3537.

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Human’s ignorance is the most threatening factor to natural water sources on the system. The habit of littering and poor waste management often occurs in developing countries, especially Indonesia. Through an educational game this message could be delivered easier. This paper is intended to find ways for people to be more concerned with water pollution. The questionnaire and interview methods are used to search for pre-test and post-test data. From the pre-test data, “Save The Sea” mobile game is created which can help educate the public about the dangers of water pollution. After 5 times play
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Safitri, Anis, and Tadkiroatun Musfiroh. "Beauty Standard Discourse on Skin Game Advertisement." International Journal of Linguistics, Literature and Translation 5, no. 12 (2022): 102–10. http://dx.doi.org/10.32996/ijllt.2022.5.12.13.

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The current study aims to analyze the discourse of Skin Game advertisements. The approach used was a qualitative approach. Data collection techniques were documentation, identification, and note techniques. The data analysis method used was the perspective of critical discourse analysis from Ruth Wodak, known as the Discourse Historical Approach (DHA). The data source was the Skin Game advertisement which consists of four videos. The results of the study present that Skin Game advertisements have the courage to take a different stream from the common skincare advertising habit, which always di
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Sahuri, Genta, Rosalina Rosalina, and Hardwin Welly Tulili Panandu. "Tower Defense Game based on 2D Grid Using Goal-Based Pathfinding Method." International Journal of Management Science and Information Technology 3, no. 1 (2023): 1–7. http://dx.doi.org/10.35870/ijmsit.v3i1.819.

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At the moment, agents cannot choose their own path with any flexibility in tower defense games. There may be a lot of enemies in one level of a tower defense game. The majority of in-game characters have a habit of moving in the direction of goals or objectives, though most have distinctive numbers and behaviors. The pathfinding method can be used to determine the route between the sources coordinates and the destination coordinates in an AI movement system. In this study, an objective-based pathfinding technique is used in a tower defense game where players can choose their own route. Based o
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Dien, Sherryna, and Andreas Rantepadang. "Kebiasaan Bermain Game Online dengan Keluhan Kelelahan Mata Pada Remaja." Nutrix Journal 7, no. 1 (2023): 19. http://dx.doi.org/10.37771/nj.v7i1.916.

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Online games are applications that can be used as entertainment and recreation however if done repeatedly for an excessive duration they can cause eye fatigue. Eyestrain or asthenopia is fatigue that occurs in the organ of vision. The purpose of this research is to know the relationship between the habit of playing online games with complaints of eye fatigue in Adolescents. The research design used is the descriptive correlation with a cross-sectional approach. The sample of this research amounted to 200 people and was taken using non-probability sampling, namely purposive sampling. The result
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Andi Sri Purnama Danianti, Tenriwati, and Amirullah. "The Impact of Online Gaming Addiction On Behavior Change Among Adolescents." Jurnal Life Birth 5, no. 1 (2021): 11–18. http://dx.doi.org/10.37362/jlb.v5i1.571.

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Online game addiction is a bad habit that can damage the health of ourselves and others, dependence on online games will attack our vision if overused and can also affect our behavior. This habit does not only occur in adults but has spread to adolescents and even elementary school students. The purpose of this study is to know online game addiction to behavior change among adolescents at SMPN 1 Bulukumba in 2020. This research uses quantitative methods. The research subjects were 32 respondents who were selected using purposive sampling in data collection, the researcher used a questionnaire
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Hariani, Fidya, Wiwin Arbaini, and Dini Palupi Putri. "TINGKAT PENDIDIKAN ORANG TUA: Antar Motivasi Belajar dan Kebiasaan Bermain Game Online." TA'DIBUNA: Jurnal Pendidikan Agama Islam 3, no. 1 (2020): 71. http://dx.doi.org/10.30659/jpai.3.1.71-90.

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This study aimed to find out a depiction of educational patterns of parents whose educational background was elementary education in guiding and motivating their children often playing online games. This study applied a qualitative approach. Data were collected through observations and interviews. After the data had been collected, they were then analyzed using the theory of Miles et al, namely data reduction, data presentation, and conclusion drawing. The study concluded as follows: first, parents� level of education had an implication on the lack of parental motivation in Tanjung Alam Villag
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Lakić, Nikola, Andrija Bernik, and Andrej Čep. "Addiction and Spending in Gacha Games." Information 14, no. 7 (2023): 399. http://dx.doi.org/10.3390/info14070399.

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Gacha games are the most dominant games on the mobile market. These are free-to-play games with a lottery-like system, where the user pays with in-game currency to enter a draw in order to obtain the character or item they want. If a player does not obtain what he hoped for, there is the option of paying with his own money for more draws, and this is the main way to monetize the Gacha game. The purpose of this study is to show the playing and spending habits of Gacha players: the reasons they like such games, the reasons for spending, how much they spend, what they spend on, how long they have
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Kula, Agnieszka, and Krzysztof Skibski. "Play it again – redundancy, literature and language games." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 33, no. 42 (2023): 9–24. http://dx.doi.org/10.14746/i.2023.33.42.1.

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 The problem under consideration has its origin in the phenomenon of gameplay, which intersperses the rules and possible freedom of execution. The tensions between habit and surprise, regularity and irregularity created in this way expose the potential that lies in the grammatical conditions of the language use. The phenomenon of redundancy, considered in the context of a language game, can be presented in at least three ways: 1. redundancy as a non-game, 2. redundancy as a game – a struggle, 3. redundancy as a game – cooperation. In the latter approach, the recipient is in
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Nursidik, Nursidik, and Akhmad Zaenul Ibad. "Pengaruh Game Terhadap Perkembangan Psikologi Anak." Jurnal Multidisiplin Madani 2, no. 3 (2022): 1331–42. http://dx.doi.org/10.54259/mudima.v2i3.555.

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The nation's generation now lies in children who later grow up to become personal leaders. A leader who is able to lead himself is the most important factor. The thing that needs to be considered is character education that must be instilled from an early age. Education in the family which will be the foundation of character in behaving and behaving in society. However, with the development of media and technology, it becomes a challenge in character education. Many parents give their children the freedom they can by buying cellphones to play gametes from an early age. They reasoned that this
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Febriani, Vania Wahyu, Brenda Chandrawati, and Dwiyoga Widiantoro. "Making Education Game to Choose Healthy Snacks for Children." SISFORMA 3, no. 1 (2017): 26. http://dx.doi.org/10.24167/sisforma.v3i1.621.

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One of the learning media is games. Games that can be used as a learning tool can be called as education games. Because children like games, games can make positive effect for them. Children can study while playing games.Education game that have theme about snacks for children still rarely be found. Unfortunately, children from elementary school have a habit to buy and eat snacks without paying attention to snacks hygiene and health. With this reason, education about choosing hygiene and healthy snack for children made. The aim for this games is to make children more careful about choosing sna
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Salsabilla, Amanda, Rahmiati Rahmiati, and Nurafni Nurafni. "HUBUNGAN KEBIASAAN BERMAIN GAME ONLINE DENGAN PRESTASI BELAJAR PESERTA DIDIK KELAS TINGGI MIN 16 JAKARTA TIMUR." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 8, no. 1 (2022): 638–46. http://dx.doi.org/10.36989/didaktik.v8i1.336.

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This study aims to determine the relationship between the habit of playing online games with the learning achievement of high grade students at MIN 16 Cipayung, East Jakarta. This research uses Associative Quantitative Research and uses correlation research methods. The tool used to collect data in this study was a questionnaire in the form of a statement in the form of a Likert scale for the habit of playing online games, and report cards for student achievement in the even semester of the 2021/2022 school year. In testing the hypothesis, the product moment correlation test was used to obtain
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Husni, Na'imatul, and Putri Maisaroh Lestari. "USING GUESSING GAME IN TEACHING ENGLISH FOR YOUNG LEARNERS." Enrich: Jurnal Pendidikan, Bahasa, Sastra dan Linguistik 5, no. 1 (2024): 1–11. http://dx.doi.org/10.36546/enrich.v5i1.1190.

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This research analyzed the use of “Guessing” games as a technique in teaching English speaking for young learners for Elementary students. The objectives of the study were to describe how the guessing game was applied in teaching speaking. In this study, the writer used Action Research and qualitative method with simple counting in presenting the data. To gather the data, the writer applied a classroom observation which was supported by questionnaires, tests, and field notes. The observation was conducted to the teaching of the fifth grade students of Fajar Siddiq, Palembang City. The writer c
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Liu, Yanni, Dongsheng Liu, Yufei Yuan, and Norm Archer. "Examining situational continuous mobile game play behavior from the perspectives of diversion and flow experience." Information Technology & People 31, no. 4 (2018): 948–65. http://dx.doi.org/10.1108/itp-02-2016-0042.

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Purpose The purpose of this paper is to investigate users’ continuous adoption behaviors on mobile game playing from the perspective of situational habit formation. Design/methodology/approach Based on the literature research, a continuous adoption model for situational mobile game is proposed. And the research model is assessed based on data gathered from a sample of 226 mobile game players by employing the structural equation model methodology. Findings The results show that situational cues represented by availability, perceived ease of use and diversion lead to repeated performance that ca
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Akbar, M. Rezky, Gugus Irianto, and Ainur Rofiq. "Purchase Behaviour Determinants on Online Mobile Game in Indonesia." International Journal of Multicultural and Multireligious Understanding 5, no. 6 (2018): 16. http://dx.doi.org/10.18415/ijmmu.v5i6.457.

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This study aimed to examine the determinants of purchase behaviour in online mobile game. This study was conducted based on the Unified Theory of Acceptance and Use of Technology second version (UTAUT2) with additional customization and advancement. Partial Least Square Structural Equation Model (SEM-PLS) was applied to examine this research model. The samples were collected using online surveys to the users of Mobile Legends: Bang Bang, and then there were 457 respondents obtained. The result of this study revealed that performance expectancy, payment ability, hedonic motivation, price value,
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Susan Dwi Oktafiani, Sarwo Edy, and Diryo Suparto. "Pengaruh Intensitas Bermain Game Online Terhadap Kebiasaan Mengumpat Pada Remaja Di Kelurahan Panggung Kecamatan Tegal Timur Kota Tegal." JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora 1, no. 1 (2022): 222–35. http://dx.doi.org/10.56910/jispendiora.v1i1.1426.

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The intensity of playing online games for adolescents in Sub District of Panggung, Tegal Timur District, Tegal City, has caused them to practice swearing. The purpose of this study was to see the effect of playing online games on the habit of swearing in adolescents in Sub District of Panggung, Tegal Timur District, Tegal City. This research uses quantitative methods. The data technique used was observation, questionnaires and supporting documents. The population of this study were all of the people of Sub District of Panggung, East Tegal District, Tegal City, with a total sample of 100 respon
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Bilțiu, Pamfil. "Șezatoarea în Maramureș." Anuarul Muzeului Etnograif al Transilvaniei 35 (December 20, 2021): 9–40. http://dx.doi.org/10.47802/amet.2021.35.01.

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Our paper, based largely on our field research, presents a monographic approach of a habit of great complexity that is spinning gathering. From the beginning, we set out to expand the investigation space in order to see the differences from one place to another. In the first part we treated the perception that people have about this habit in the investigated area, the days when it is practiced, the types of spinning gatherings, the criteria that must be met for organizing it. We then reproduced information about the criteria for selecting the hosts, about the age required for taking part in th
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Ozalp, Hakan. "Entrants out of Habit? An Investigation of Niche Entry in the Video Game Industry." Academy of Management Proceedings 2017, no. 1 (2017): 12307. http://dx.doi.org/10.5465/ambpp.2017.12307abstract.

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Curley, Martin, and Piero Formica. "Experiencing Experiments: A Multiplayer Game for Sharing Ideas." Industry and Higher Education 26, no. 1 (2012): 7–14. http://dx.doi.org/10.5367/ihe.2012.0078.

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In this latest in a series of articles on the innovative use of experimental business laboratories for high-expectation entrepreneurs, the authors focus on the networking benefits of business lab experiments. Distinguishing between ‘Robinson Crusoe’ types, whose tendency is to operate in isolation, and ‘Lemuel Gulliver’ types, who rely on interaction with others, they suggest that engaging Crusoe entrepreneurs in the open participatory environment of the experimental laboratory encourages them to discard their bad habit of working in a closed environment in favour of interaction and sharing. T
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Putri, Elsa Ananda, and Zulherman Zulherman. "The Use of Wordwall Application Towards Elementary School Students Acceptance: Extension TAM Model." AL-ISHLAH: Jurnal Pendidikan 14, no. 4 (2022): 5557–72. http://dx.doi.org/10.35445/alishlah.v14i4.2047.

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This research aims to prove elementary school students' interest in the adoption use of the Wordwall as a game-based learning application, which is directly proportional to the concept of learning gamification, by proposing a solution to make an interactive activity using Edu-games-based teaching materials that can be implemented with learning activities during pandemic Covid-19. This research expands TAM (Technology Acceptance Model) basic theory by adding external variables of perceived enjoyment and habit by employing a survey method and taking a sample of elementary school students, as man
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Fadlillah, M., and Rendy Setyowahyudi. "Ultaco Game Development as a Media to Introduce Covid-19 Health Protocol in Early Childhood." AL-ISHLAH: Jurnal Pendidikan 13, no. 1 (2021): 485–96. http://dx.doi.org/10.35445/alishlah.v13i1.532.

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The most effective way to prevent the spread of Covid-19 is to comply with health protocols. However, this habit is still tricky for some Indonesians, including in early childhood. This study aimed to develop and test the Ultaco game's quality as a medium in introducing the Covid-19 health protocol to early childhood. The research and development (RD) method was used in this study. In developing the Ultaco game, three steps carried out, including planning, design, and development. Product quality testing was carried out using three techniques: alpha test, beta test, and final evaluation. This
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