Tantangan Industri Kreatif-Game Online di Indonesia

Choirul Fajri

Abstract


Information and communication technology currently has grown to such an extent, not only to meet the needs for information only, but now has grown to the fulfillment of the will of entertainment. These developments, and then bring up the creative industries technology-based communication and information, one of them is online gaming. Creative industries in this area, has become a phenomenon by itself, and makes it as one of the important sectors for economic growth. However, based on the data we get, there are still constraints faced in the development of this industry, such as: the limitations of knowledge, capital, the absence of Government support, as well as the lack of adequate infrastructure. The negative impact was unavoidable as well as from the industry, for example, will the existence of addiction for the gamers who have an impact on crime and action elements of pornography are also inherent in this online game. Therefore, it takes the good cooperation between the developers of the game and also the Government to be able to develop the online gaming industry. There is awareness of the game developer to make a quality game play and has educational values.

Keywords


creative industry, Online games, communication and Information Technology.

Full Text:

PDF

References


Crawford, Chris. 2003. Chris Crawford on Game Design. USA: New Riders Publishing.

Fahriadi, 2011. Bukan Main Potensi Industri Game Lokal. (http://peluangusaha.kontan.co.id/news/bukan-main-potensi-industri-game-lokal-1, diakses 06 Januari 2013 pukul 17.30)

Febriana. 2012. Dampak Permainan Game Online Terhadap Siswa. (http://eprints.uny.ac.id/8590/2/BAB%201%20-%2008413244048.pdf, didownload 05 Januari 2013 pukul 13.15)

Galih, Bayu. 2012. Tren Berubah, Ini Tantangan Industri Game di Indonesia. http://teknologi.news.viva.co.id/news/read/358003-tren-berubah-ini-tantangan-industri-game-diindonesia, diakses 05 Januari 2013pukul 12.45)

Hendry, Samuel. 2012. Game Industry. http://www.digitalkreatif.com/industry-landscape/contentapplication-industry/gamesindustry, diakses 06 Januari pukul 17.55) Majalah Tempo. Edisi 10-16 Desember 2012.

Munir. 2008. Kurikulum Berbasis Teknologi Informasi dan Komunikasi. Bandung: Alfabeta.

Primartantyo, Ukki. 2012. Kecanduan Game Online Anak Bisa Kriminal. (http://www.tempo.co/read/news/2012/07/01/108414065/Kecanduan-Game-Online-AnakBisa-Kriminal, diakses 05 Januari 2013 pukul 12.45)

Purwanti, 2012. Lagi, Gamer Ditemukan Meninggal di Depan Meja Komputer. (http://tekno.kompas.com/read/2012/02/07/08305248/Lagi.Gamer.Ditemukan.Meninggal.di.Depan.Komputer, diakses 06 Januari 2013 pukul 13.05)

Sanman, 2012. Perkembangan Industri Game Online. (http://universal.hermantan.com/2012/01/perkembangan-industri-game-diindonesia.html, diakses 07 Januari 2013 pukul 06.10)

Rollings, Andrew; Ernest Adams. 2006. Fundamentals of Game Design. London: Prentice Hall.




DOI: http://dx.doi.org/10.24329/aspikom.v1i5.47

Refbacks

  • There are currently no refbacks.


Jurnal ASPIKOM indexed by:
 
 
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License