Analysis of the Effect of Games the Sims as an Attitude Change to Millennial Generations

  • Kartika Sarinta LSPR Institute of Communication & Business
  • Albert Octavio Setiawan Institut Komunikasi dan Bisnis LSPR
  • Indira Gayatri Astriandifa Institut Komunikasi dan Bisnis LSPR
Abstract views: 294 , PDF downloads: 328
Keywords: Persuasive Theory, Game, The Sims, Millenial

Abstract

Video games or online games have appeared in Indonesia since 2001. Since then, video games have grown rapidly and are in great demand. One of them is The Sims, a simulation game of daily activities in great demand by Indonesian people. The purpose of this study is to analyse changes in the behavior of the millennial generation with the emergence of the sims game. This study used a qualitative descriptive approach and conducted interviews with four informants using focus group discussion interviews as a data collection method. Using Perloff (2017), it can be concluded that this research provides a persuasive effect on players so as to create changes in behavior in terms of developing creativity and ideas that arise in the minds of players, there are changes in playing time, style of appearance, makeup, and emotional players.

References

C. Herodotou, N. Winters & M. Kambouri (2012) A Motivationally Oriented Approach to Understanding Game Appropriation, International Journal of Human–Computer Interaction, 28:1, 34-47, DOI: 10.1080/10447318.2011.566108

DeVito, J. A., & Maulana, A. (2011). Komunikasi Antar Manusia (5th edition ed.). Karisma Publishing Group.

Efendi, Z., Christy, T., & Yuma, F. M. (2021). Penyuluhan Dampak Penggunaan Game Online Kepada Siswa Sma Negeri 1 Buntu Pane. Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat, 1(2), 122-127. doi:https://doi.org/10.54314/jpstm.v1i2.739

Fahmi, M. (2015, January 10). Nostalgia Review The Sims – Karena Hidup Di Dunia Nyata Tidaklah Cukup. Tech in Asia Indonesia. Diperoleh September 28, 2022, dari https://id.techinasia.com/nostalgia-review-the-sims

FK UI, i. s. (2019, July 12). Jumlah Pecandu Game Online di Indonesia Diduga Tertinggi di Asia – Info Sehat FKUI. Fakultas Kedokteran Universitas Indonesia. Diperoleh September 28, 2022, dari https://fk.ui.ac.id/infosehat/jumlah-pecandu-game-online-di-indonesia-diduga-tertinggi-di-asia/

Hanika, I. M. (2016). Self Presentation dalam Kehidupan Virtual. Jurnal Ilmu Komunikasi, 13, 93-108. doi:https://doi.org/10.24002/jik.v13i1.601

INDAHTININGRUM, F. (2013). Hubungan Antara Kecanduan Video Game Dengan Stres Pada Mahasiswa Universitas Surabaya. Calyptra: Jurnal Ilmiah Mahasiswa Universitas Surabaya, 2(1), 2. https://journal.ubaya.ac.id/index.php/jimus/article/view/147/125

Kementerian Komunikasi dan Informatika. (2017, March 16). Evolusi dan Klasifikasi Permainan Elektronik di Indonesia. Ditjen Aptika. Diperoleh November 22, 2022, dari https://aptika.kominfo.go.id/2017/03/evolusi-dan-klasifikasi-permainan-elektronik-di-indonesia/

Lestari, R. (2016). pengaruh game online terhadap motivasi belajar siswa pada mata pelajaran kearsipan kelas XI AP SMK Swasta Budisatrya Medan tahun pembelajaran 2015/2016. Diperoleh Tanggal 08 Januari 2018 dari https;//diglib.unimed.ac.id/5486/

Nurazmi, A., Elita, V., & Dewi, W. N. (2018). Hubungan Kecanduan Bermain Game Online Terhadap Regulasi Emosi Pada Remaja. Jurnal Online Mahasiswa, 5(02). Diperoleh dari https://jom.unri.ac.id/index.php/JOMPSIK/article/view/21294/20603

Perloff, J. M. (2017). Microeconomics. Edison-Wesley.

Perloff, R. M. (2017). The Dynamics of Persuasion Communication and Attitudes in The 21st Century (6th edition ed.). Routledge.

Putri, P. K. (2016). Aplikasi Pendekatan-Pendekatan Persuasif Pada Riset Pemasaran: Iklan Melibatkan Penciptaan dan Penerimaan Pesan Komunikasi Persuasif Mengubah Perilaku Pembelian. Jurnal the Messenger, 8(1), 1. https://journals.usm.ac.id/index.php/the-messenger/article/view/313/211

Romli, K. (2017). Komunikasi Massa. Gramedia.

Tasha, T. (2017, March 16). Evolusi dan Klasifikasi Permainan Elektronik di Indonesia. Ditjen Aptika. Diperoleh September 28, 2022, dari https://aptika.kominfo.go.id/2017/03/evolusi-dan-klasifikasi-permainan-elektronik-di-indonesia/

The Sims. (2022). Diperoleh dari https://www.ea.com/games/the-sims

Yuliani, W. (2018). Metode Penelitian Deskriptif Kualitatif Dalam Perspektif Bimbingan Dan Konseling. QUANTA, 2(2), 84. doi:DOI: 10.22460/q.v2i1p21-30.642

PlumX Metrics

Published
2023-03-30
How to Cite
Kartika Sarinta, Setiawan, A. O., & Astriandifa, I. G. (2023). Analysis of the Effect of Games the Sims as an Attitude Change to Millennial Generations. Translitera : Jurnal Kajian Komunikasi Dan Studi Media, 12(1), 49-54. https://doi.org/10.35457/translitera.v12i1.2704
Section
Articles