•  
  •  
 

Jurnal Keolahragaan

Keywords

e-Sport, character, sports culture

Document Type

Article

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.

Page Range

91-100

Issue

1

Volume

10

Digital Object Identifier (DOI)

10.21831/jk.v10i1.48310

Source

https://journal.uny.ac.id/index.php/jolahraga/article/view/48310

References

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

BoyacioÄŸlu, F., & OÄŸuz, 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).

Share

COinS