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Preziosi, Robert C.
"Provides an overview of different icebreakers: openers, acquainted, games, and brainstorming as well as guidelines for selecting icebreakers."
Alexandria, VA: [American Society for Training and Development Press, American Society for Training and Development Press], 2006
e20428797
eBooks  Universitas Indonesia Library
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Thiagarajan, Sivasailam Thiagi
"Get the best from "Thiagi" with a training technique called interactive lectures (or lecture games) that combines elements from the lecture method and from training games. Contains detailed instructions for conducting six different lecture games."
Alexandria, VA: [American Society for Training & Development Press, American Society for Training & Development Press], 2001
e20432281
eBooks  Universitas Indonesia Library
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Yanuar Galih Wiryawan
"Dramaturgi merupakan sebuah teori yang dikemukakan oleh Erving Goffman dalam
memandang interaksi sosial. Teori tersebut telah digunakan dalam banyak penelitian baik interaksi tatap muka ataupun interaksi termediasi. Penelitian-penelitian dramaturgi pada komunikasi termediasi mengesampingkan latar dimana teori ini dibuat yaitu interaksi tatap muka. Konsep-konsep pada dunia tatap muka memiliki karakteristik yang berbeda sehingga peneliti perlu menganalisis ulang penggunaan teori ini dalam komunikasi termediasi khususnya MMOG. Di dalam Massively Multiplayer Online Games (MMOG), interaksi sosial terjadi melalui komunikasi termediasi. Pemain dapat melakukan hal-hal yang sama dengan komunikasi tatap muka namun dengan cara yang berbeda. Penelitian ini merupakan penelitan kualitatif dengan menggunakan strategi etnografi digital. Hasil penelitian ini menunjukan bahwa avatar merupakan representasi diri pemain yang terdiri dari tiga bentuk yaitu penampilan karakter, perpanjangan suara, dan perpanjangan teks dari pemain. Definisi wilayah atau panggung pada Dramaturgi mengalami pembauran dan menghasilkan panggung baru yaitu panggung virtual. Perilaku dan tampilan pemain MMOG merupakan hasil dari narasi developer game dan interaksi antar pemain

Dramaturgy is a theory by Erving Goffman that looks at social interaction. This theory
has been used in many studies, both face-to-face and mediated interactions.
Dramaturgical research on mediated communication ignores the setting where this theory
was created: face-to-face interaction. Concepts in the face-to-face world have different
characteristics, so researchers need to re-analyze the use of this theory in mediated
communication, especially MMOG. In Massively Multiplayer Online Games (MMOG),
social interaction occurs through mediated communication. Players can do the same
things as face-to-face communication but differently. This research is qualitative research
using digital ethnography strategies. The results of this research show that the avatar
represents the player's self, consisting of three forms: the appearance of the character, an
extension of the voice, and an extension of the player's text. The definition of area or stage
in Dramaturgy has experienced a blending and produced a new stage, namely the virtual
stage. The behavior and appearance of MMOG players result from the game developer's
narrative and interactions between players
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Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
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UI - Tesis Membership  Universitas Indonesia Library
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Sullivan, Rick
"Keeping your training participants on task and in the room with you is a challenge for every trainer. This Infoline is a primer on the use of the most effective techniques including icebreakers, questioning, brainstorming, case studies, role playing, demonstrations, simulations, games, and more. The issue will show you how to develop these training techniques and offers advice for their appropriate use in the classroom."
Alexandria, VA: American Society for Training & Development Press, 2005
e20429168
eBooks  Universitas Indonesia Library
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Muhammad Abdul Karim
"Perkembangan pesat ekonomi Indonesia di awal dekade 1970 atas kebijakan perekonomian Orde Baru menyebabkan masuknya banyak barang mewah termasuk di antara peralatan hiburan dan juga didukung kemunculan tempat hiburan modern. Video games adalah salah satunya yang mulai masuk di Indonesia sekitar di tahun 1973 setelah muncul di Amerika Serikat pada tahun 1972 di mana sukses pasar hiburan dunia. Jakarta menjadi tempat masuk pertamanya peralatan video games dan perkembangannya permainan ini mencapai populeritas di tahun 1981 di banding tahun-tahun sebelumnya. Pelarangan video games di tempat umum dimulai di 17 Desember 1981 setelah Presiden Soeharto setuju dengan saran Dewan Pertimbangan Agung di 15 Desember 1981 dan pelarangan dilakukan oleh Panglima Komando Keamanan dan Ketertiban, Laksamana Soedomo. Pelarangan tersebut berdampak besar pada perkembangan video games di Indonesia. Namun pelarangan tersebut tak berlangsung lama karena kompromi antara pemerintah daerah dan pengusaha untuk kepentingan retribusi terlebih di DKI Jakarta. Stigma negatif video games khususnya mesin dingdong terus melekat hingga akhir kekuasaan Orde Baru di 1998 karena dekat dengan perjudian dan pemborosan uang anak-anak. Dalam penelitian ini, peneliti berusaha melacak perkembangan video games di DKI Jakarta dan dampaknya terhadap masyarakat dengan contoh beberapa kasus dengan pendekatan sejarah sebagai metode peneltiian. Pengambilan sumber dari koran-koran dan majalah menjadi tumpuan utama penelitian ini bisa mengungkap dinamika perkembangan video games, Perkembangan pesat ekonomi Indonesia di awal dekade 1970 atas kebijakan perekonomian Orde Baru menyebabkan masuknya banyak barang mewah termasuk di antara peralatan hiburan dan juga didukung kemunculan tempat hiburan modern. Video games adalah salah satunya yang mulai masuk di Indonesia sekitar di tahun 1973 setelah muncul di Amerika Serikat pada tahun 1972 di mana sukses pasar hiburan dunia. Jakarta menjadi tempat masuk pertamanya peralatan video games dan perkembangannya permainan ini mencapai populeritas di tahun 1981 di banding tahun-tahun sebelumnya. Pelarangan video games di tempat umum dimulai di 17 Desember 1981 setelah Presiden Soeharto setuju dengan saran Dewan Pertimbangan Agung di 15 Desember 1981 dan pelarangan dilakukan oleh Panglima Komando Keamanan dan Ketertiban, Laksamana Soedomo. Pelarangan tersebut berdampak besar pada perkembangan video games di Indonesia. Namun pelarangan tersebut tak berlangsung lama karena kompromi antara pemerintah daerah dan pengusaha untuk kepentingan retribusi terlebih di DKI Jakarta. Stigma negatif video games khususnya mesin dingdong terus melekat hingga akhir kekuasaan Orde Baru di 1998 karena dekat dengan perjudian dan pemborosan uang anak-anak. Dalam penelitian ini, peneliti berusaha melacak perkembangan video games di DKI Jakarta dan dampaknya terhadap masyarakat dengan contoh beberapa kasus dengan pendekatan sejarah sebagai metode peneltiian. Pengambilan sumber dari koran-koran dan majalah menjadi tumpuan utama penelitian ini bisa mengungkap dinamika perkembangan video games,

Fast development of Indonesias economy in early 1970s decade as impact of New Order policies in economy made many expansive goods such entertainment entering  Indonesia and also modern entertiement place. Video games is one of expansive entertainment games enter Indonesia about 1973 after founded in USA at 1972 and booming in world market in short time. Jakarta become first place of video games distributed amd the popularity of video games very high in 1981 compared many years ago. The video games in public space got banned in 17 December 1981 after President Soeharto agreed with Dewan Pertimbangan Agung advised in 15 December 1981 and Panglima Komando Keamanan dan Ketertiban, Admiral Soedomo, banned the video games. The video games banned have big impact for development of video games in Indonesia, but the ban not continue with  compromise between local governments and businessmans for local income. The negative labelled for video games especially coin machine still continue until the end of New Order at 1998 with gambling and spendthrift the kids money. In this research, the researcher tracking the development of video games in DKI Jakarta and the impact for society in many example cases with history perspective. With taking many source from newspapers and magzine as main source and can explaining dynamic the development of video games."
Depok: Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2019
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UI - Skripsi Membership  Universitas Indonesia Library
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Mutia Nadhifah
"Tulisan ini membahas mengenai salah satu fenomena yang saat ini sedang berkembang karena kemajuan teknologi dan internet di dalam dan luar negeri, yaitu online games. Perkembangan online games didasari oleh kemunculan jaringan internet tahun 1970 dari skala kecil ke skala besar. Asal muasal tersebut memunculkan peminat para pemain online games yang menghadirkan pengalaman nyata dan virtual. Rasa minat yang tinggi dapat membuat para pemain mengalami kecanduan. Para pemain yang bermain secara berlebihan umumnya dikatakan memiliki gejala internet gaming disorder, dulu dikenal sebagai computer addiction. Hal ini menjadi dampak negatif dalam fenomena online games pagi para pemainnya. Tulisan ini menggunakan metode studi pustaka dengan cara mencari, menghimpun, dan menelaah berbagai sumber literatur yang mendukung topik penelitian. Hasilnya menunjukkan bahwa fenomena online games berdampak negatif pada pemain di wilayah Asia dan Amerika. Mereka terkena internet gaming disorder, yaitu perilaku bermain online games secara berlebihan yang dapat mengganggu kesehatan mental dan fisik para pemain. Internet gaming disorder ditetapkan sebagai bagian dari penyakit kesehatan mental oleh World Health Organization sejak tahun 2018. Fenomena ini juga dilihat dalam perspektif antropologi yang menekankan hubungan antara sosial, budaya, dan perkembangan teknologi. Kebijakan pemerintah dan peran orang tua berperan dalam mencegah dan mengurangi angka internet gaming disorder.

This paper discusses one of the phenomena currently being developed due to technological advances and the internet at home and abroad, namely online games. The development of online games evolved with the emergence of internet networks in 1970 from small to large scale. This origin raises the interest of online game players who present real and virtual experiences. A high sense of interest can make players experience addiction. Players who play excessively are generally said to have internet gaming disorder symptoms, formerly known as computer addiction. This has a negative impact on the phenomenon of online games for the players. This paper uses the literature study method by finding, collecting, and examining various sources of literature that support the research topic. The results show that the online games phenomenon has a negative impact on players in the Asian and American regions. They are affected by internet gaming disorder, namely the behavior of playing online games excessively, which can interfere with the mental and physical health of the players. Internet gaming disorder has been designated as a mental health disease by the World Health Organization since 2018. This phenomenon is also seen from an anthropological perspective emphasizing the relationship between social, cultural, and technological developments. Government policies and the role of parents play a role in preventing and reducing the number of internet gaming disorders.>"
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Kirkpatrick, Graeme, 1963-
"In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and fun. In the process, play with computers became computer gaming; a new cultural practice with its own values."
Cambridge, UK: Polity Press, 2013
794.8 KIR c
Buku Teks  Universitas Indonesia Library
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"The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field."
Singapore: Springer Singapore, 2019
e20510219
eBooks  Universitas Indonesia Library
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Sambodo Sriadi Pinilih
"ABSTRAK
Hambatan fisik yang dimiliki anak tunarungu dapat berpengaruh pada perkembangan psikologis dan sosial. Penelitian ini bertujuan untuk menjelaskan pengaruh SST terhadap keterampilan sosialisasi dan social anxiety remaja tunarungu. Penelitian menggunakan desain quasi exsperiment pre-post test with control group. Sampel 76 orang terpilih secara total sampling di SLB-B Karya Bhakti dan SLB-B Dena Upakara Kabupaten Wonosobo. Rata-rata peningkatan keterampilan sosialisasi sebesar 8,38% dan didapatkan rata-rata penurunan skor social anxiety 8,97. Hasil penelitian diketahui perbedaan yang bermakna skor keterampilan sosialisasi dan social anxiety pada remaja tunarungu sebelum dan setelah diberikan terapi SST.

ABSTRACT
Physical barriers that have children with hearing impairment can affect the psychological and social development. This study aims to clarify the effect of SST on the socialization skills of deaf adolescents and social anxiety. The research design uses a quasi exsperiment pre-post test with control group. Selected sample of 76 people in total sampling in SLB-B Karya Bhakti and SLB-B Dena upakara Wonosobo district. The average increase of 8.38% of socialization skills and obtained an average reduction of social anxiety score of 8.97. Survey results revealed a significant difference scores socialization skills and social anxiety in adolescents with hearing impairment before and after the therapy given SST.
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Fakultas Ilmu Keperawatan Universitas Indonesia, 2008
T31915
UI - Tesis Open  Universitas Indonesia Library
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