Impact of e-sport games on the character building and sports culture
Sumarjo Sumarjo, Faculty of Sport Science, Universitas Negeri Yogyakarta., Indonesia
Ahmad Nasrulloh, Faculty of Sport Science, Universitas Negeri Yogyakarta, Indonesia
Kukuh Wahyudin Pratama, Institute of Advanced Science, Engineering, and Education, Malaysia
Abstract
E-Sport games are examples of a game that is played without engaging in any physical activity. The objective of the research is to determine the impact of e-Sport games on character building and sports culture. This research utilized mixed methods. The researchers were using questionnaires to collect the quantitative data and they used qualitative data triangulation to collect the qualitative data. The students and lecturers of the Faculty of Sports Science, Yogyakarta State University comprised the research population. The convenience sampling technique was used to select the 35 students, while the lecturers and trainers used the purposive sampling with a total of 5 people. The quantitative research instrument consisted of a modified Likert scale questionnaire and the qualitative research instrument consisted of the researcher himself assisted by a list of themes. The researchers used Miles and Huberman’s quantitative data analysis techniques with descriptive percentage and qualitative analysis techniques for the data analysis. The findings of the research on e-Sport games have an impact on the formation of positive and negative characters. The impact of positive characters includes honesty, responsibility, cooperation, and courtesy and the impact of negative characters is depression, stress, and anxiety. While the influence of e-Sport games in sports culture includes hard work, discipline, respect, and competition. The positive impact of e-Sport games is in the very good category, with the highest factor being honesty (100%). The negative impact is in the moderate category, with the highest factor being depression (52.5%). While the e-Sport game on sports culture is in the very good category, with the highest influence is on hard work (95%). This research can be concluded that e-Sport games have a very good impact on character building and sports culture.
Keywords
Full Text:
FULLTEXT PDFReferences
Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In Computer Games and New Media Cultures: A Handbook of Digital Games Studies. https://doi.org/10.1007/978-94-007-2777-9_30
Ardian, A., Purwanto, S., & Alfarisi, D. S. (2019). Hubungan prestasi belajar siswa kelas khusus olahraga dengan kecerdasan emosional. Jurnal Keolahragaan, 7(2). https://doi.org/10.21831/jk.v7i2.28103
Azizah, N. N., & Richval, A. A. (2018). Pertumbuhan dan Perkembangan Dalam Psikologi Perkembangan. Jurnal Psikologi Perkembangan, 1–13.
Blegur, J., & Mae, R. M. (2018). Motivasi berolahraga atlet atletik dan tinju. Jurnal Keolahragaan, 6(1). https://doi.org/10.21831/jk.v6i1.16150
Boyacioğlu, F., & Oğuz, A. (2016). The role of sports in international relations. Acta Universitatis Danubius. Relationes Internationales, 9 (1), 99–108.
Entertainment Software Association. (2019). Essential Facts About the Computer and Video Game Industry 2019. Media.
Faust, K. A., Meyer, J. F., & Griffiths, M. D. (2013). Competitive and professional gaming: Discussing potential benefits of scientific study. International Journal of Cyber Behavior, Psychology and Learning, 3(1). https://doi.org/10.4018/ijcbpl.2013010106
Giorgis, E., & Guttman, A. (2006). From Ritual to Record, the Nature of Modern Sport. La Ricerca Folklorica, 54. https://doi.org/10.2307/40205643
Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2). https://doi.org/10.1080/00948705.2005.9714682
Huk, T. (2019). The social context of the benefits achieved in eSport. New Educational Review, 55(1). https://doi.org/10.15804/tner.2019.55.1.13
Khobir, A. (2009). Upaya Mendidik Anak Melalui Permainan Edukatif. Forum Tarbiyah, 7(2).
Kurniawan, F. (2019). E-Sport dalam Fenomena Olahraga Kekinian E-Sport in the Current Sports Phenomenon. JORPRES (Jurnal Olahraga Prestasi), 15(2).
Ma, H., Wu, Y., & Wu, X. (2013). Research on essential difference of e-sport and online game. Lecture Notes in Electrical Engineering, 208 LNEE. https://doi.org/10.1007/978-1-4471-4796-1_79
Meo, M. (2019). Pendidikan Jasmani Olahraga dan Kesehatan dalam Membentuk Nilai-Nilai Karakter. Jurnal Ilmiah Pendidikan Citra Bakti, 6(2).
Moleong, L. J. (2007). Metode penelitian kualitatif. Bandung: Penerbit PT Remaja Rosdakarya Offset.
Ngafifi, M. (2014). Kemajuan Teknologi Dan Pola Hidup Manusia Dalam Perspektif Sosial Budaya. Jurnal Pembangunan Pendidikan: Fondasi Dan Aplikasi, 2(1). https://doi.org/10.21831/jppfa.v2i1.2616.
Persada, Y. B. (2020). Kajian Referensi E-Sport Dalam Ranah Olahraga. Google Cendikia.
Rachman, J. B., Adityani, S., Suryadipura, D., Utama, B. P., Aprilia, B., Suherman, A., & Alfaizi, K. (2020). Esport sebagai sumber soft power Indonesia: Sosialisasi kepada anak muda. CARADDE: Jurnal Pengabdian Kepada Masyarakat, 3(1). https://journal.ilininstitute.com/index.php/caradde
Salim, A. (2006). Teori dan Paradigma Penelitian Sosial. Yogyakarta: Tiara Wacana
Saputra, S. Y. (2017). ELSE ( Elementary School Education Journal ). Elementary School Education Journal), 1(1).
Soedjatmiko (2015). Membentuk karakter siswa sekolah dasar menggunakan pendidikan jasmani dan olahraga. Journal of Physical Education, Health and Sport, http://journal.unnes.ac.id/nju/index.php/jpehs.
Suits, B. (2020). The Elements of Sport. In Ethics in Sport. https://doi.org/10.5040/9781492595465.ch-001
Taylor, T. L. (2020). The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming. in SearchWorks articles. American Journal of Play, 12(2).
Wagner, M. G. (2006). On the Scientific Relevance of eSports. Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development.
Waldi, A., & Irwan, I. (2018). Pembinaan karakter siswa melalui ekstrakurikuler game online e-sports di SMA 1 PSKD Jakarta. Journal of Moral and Civic Education, 2(2).
Warman. P. (2017). Esports revenues will reach $696 million this year and grow to $1.5 billion by 2020 as brand investment doubles. https://newzoo.com/insights/articles/esports-revenues-will-reach-696-million-in-2017
Whalen, S. J. (2013). Cyberathletes’ Lived Experience of Video Game Tournaments. Phd Diss.,University Of Tennessee , 2013.
Yuliana, Y. (2020). Corona virus diseases (Covid-19): Sebuah tinjauan literatur. Wellness And Healthy Magazine. Corona Virus Disease (Covid-19): Sebuah Tinjauan Literatur. Wellness And Healthy Magazine, 2(February).
DOI: https://doi.org/10.21831/jk.v10i1.48310
Refbacks
- There are currently no refbacks.
Copyright (c) 2022 Jurnal Keolahragaan
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Jurnal Keolahragaan is indexed by:
Jurnal Keolahragaan by http://journal.uny.ac.id/index.php/jolahraga/index is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
All rights reserved p-ISSN: 2339-0662 | e-ISSN: 2461-0259