PERANCANGAN GAME VISUAL NOVEL “NETWATCHERS” SEBAGAI MEDIA PEMBELAJARAN ETIKA BERSOSIAL MEDIA

Fadiya Dhaneswara Atisatya, Bayu Setiaji
UNIVERSITAS AMIKOM YOGYAKARTA.2017

A B S T R A C T

The increasing use of internet brings up cyber society phenomena which are manifesting in various networking services that allows wide user interactions such in social medias, internet memes, blogs, to online games. A 2014 study supported by UNICEF of “Penggunaan Internet di Kalangan Anak-Anak dan Remaja di Indonesia” (Internet Use by Children and Adolecents in Indonesia) conducted by Ministy of Communication and Informatics where 43,5 billion children and adolecents between 10-19 year olds involved in, stated that 80% respondents use internet to find data and informations related to school assignments, 70% engaged in social media, 65% for music, and 39% for watching videos online. However, from 42% respondents who are aware of online bullying risks, there are 13% respondents, whose are thousands, became victims of cyberbullying. This visual novel development aims to help Indonesian students in range of 15 years of age and up in understanding nettiquete to lessen risks on cyberbullying.

Keywords – Nettiquete, Internet, Social Media, Visual Novel, Cyberbullying, Game.

CategoryUndergraduate Thesis
Posted Date( undocumented )
Modified Date17 Juli 2017
Download File Publikasi_13.12.7214.pdf
Google Scholar