Since the emergence of high-speed internet, online games have been growing rapidly. In contrast to internet-based games which are enjoyed alone, online games are able to tie all circles of parents, young people, and children. Reports from the steamspy.com site, said that online game players in Indonesia are estimated to reach nearly 4 million people with 90% active users.
This activity then encourages the birth of a virtual community that allows individuals to learn and share knowledge (Chen & Liu, 2012). Rheingold (1993) defi nes virtual communities as “social aggregations that emerge from the Internet when enough people carry on those public discussions long enough, with suffi cient human feeling, to form webs of personal relationships in cyberspace”.
Non Fiksi, Teknologi
Communication Technology and Society
Judul: Communication Technology and Society
Penulis: Deddy Mulyana, Devie Rahmawati
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