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II. BODY
The development of Games online itself cannot be separated from the
development of technology. The explosion of game online itself is a reflection of the
rapid computer network that was once a small scale (Small Local Network) to
become the internet and continues to grow until now. Games online today is not the
same as when online games were introduced for the first time. When it first appeared
in 1960, computers could only be used for two people to play games. Then came the
computer with Time-Sharing capabilities so that players who could play the game
could be more and not have to be in the same room (Multiplayer Game).
Then in 1970 when a packet-based computer network (Packet Based
Computer Networking) emerged, the computer network was not only limited to a
LAN (Local Area Network), but included a WAN (World Area Network) and
became the Internet. Games online first appeared mostly were war simulation games.
This game then inspires other games to emerge and develop. In 2001 was the peak
of the dotcom fever, so that the spread of information about Games Online was faster.
Games Online can have an addictive impact on students and change some
aspects of their lives, including time, financial, economic, academic, psychological,
social, and health aspects. In aspect time, students who are addicted to online games
will spend hours playing online games. And not infrequently there are also those who
skip school to play online games in internet cafes. The thing that causes students to
be willing to spend their time in warnets is wanting to increase experience to raise
levels, relieve stress, want to spend time, find friends, because the game is constantly
updated and not boring.
From a psychological perspective, the most common threat when someone is
addicted is their inability to regulate emotions. Individuals more often feel sad,
lonely, shy, afraid to get out, are in a situation of high family conflict, and have low
self-esteem. This affects relationships with roommates, other students, parents,
friends, faculty, and mentors. Addicts also have difficulty distinguishing between
game or fantasy and reality. Addicts tend to cover up these psychological problems.
From a social point of view, relationships with friends or family become
tenuous because their time together becomes far less. The association of students is
only in online games, thus making online game addicts isolated from friends and real
social environment. Social skills diminish, making it increasingly difficult to connect
with others. Behavior becomes rude and aggressive because it is influenced by what
we see and play in online games.
From a financial perspective, students who are addicted to playing online
games will spend their money to play the online games they play. The money he
spent was used to pay for a game center internet cafe billing, whose prices ranged
from two thousand per hour to three thousand per hour or to buy virtual game money
used to buy equipment, goods, weapons and buildings from an online game. From
an academic point of view, students who are addicted to online games will find it
difficult to divide their time to play and learn. So that he will neglect the tasks given
by the teacher. Resulting in decreased enthusiasm for learning and academic value
also decreased. In aspect of health, Baroness Greenfield, professor of pharmacology
at Oxford University found signs of stopping the growth of gray matter in the brain
of excess internet users who can worsen over time. This can affect concentration and
memory, and their ability to make decisions and goals that they will set.
Games online can also have a positive impact on some aspects of their lives,
including being able to learn English indirectly, having lots of friends (although only
limited to the virtual world), can make money (Join various tournaments and other
online game competitions that can get prizes in the form of money), and as a
refreshing when the test is complete.
To prevent the negative effects of online games can be done in various ways,
namely managing study time and playing time, saving money for things that are more
useful, making future life plans, always thinking positive and avoiding laziness,
doing outdoor activities the house is like climbing a tree, feeling the grass at the feet
and feeling the sun on the face, and with the method of spiritual thinking, by diverting
the energy and passion of the student towards creative and positive things. If they
can program themselves to enjoy television and play online games, they should also
be able to program for other things better. If he can opium to play online games, then
they can also be programmed for opium learning.
III. CONCLUSION
In its journey, Online Games has undergone rapid development, both in terms
of technology from the past only used by the military for military purposes to become
an industry or of various types. Online games have also influenced the way we
socialize with others. Online games allow us to interact indirectly with others.
However, the effect of avid online games can also have a negative impact depending
on how each person controls it.
As parents or educators, we are aware of the negative effects of online games
that can damage children's morals, make addictions to play, forget about studying or
doing schoolwork, behave deviate from moral and religious boundaries, behave
"strangely" because of imitating the experience of games, and so on. However, on
the other hand, computer games, including online games, contain potential that can
teach children because of the transfer of knowledge, motivation to win games and
learn how, and awareness of their negative effects.