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The Phenomenon of the Impact of Online Games in News Coverage on Metro TV’s Instagram: A Voyant Tools Analysis Siti Apriani; Arianto; Alem Febri Sonni
LONTAR: Jurnal Ilmu Komunikasi Vol. 13 No. 2 (2025): Lontar : Jurnal Ilmu Komunikasi
Publisher : Program Studi Ilmu Komunikasi Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/lontar.v13.i2.10997

Abstract

This study examines the social discourse surrounding the impact of online gaming using Metro TV’s Instagram news posts as the primary data source. Employing a qualitative phenomenological approach supported by Voyant Tools, the research identifies dominant lexical patterns and relational structures within public commentary. Word cloud analysis highlights “game” and “online” as the most frequent terms, indicating that online gaming constitutes the core focus of public concern. Additional prominent terms such as “judol,” “judi,” and “bocah” reveal strong associations between online gaming, online gambling, and youth involvement. Trend analysis further demonstrates fluctuating frequencies of key terms “online game,” “online judi,” and “online online” suggesting shifting narrative emphasis across document segments. Network analysis shows close lexical associations among “game,” “online,” “judol,” and “judi,” reflecting public perceptions that link gaming activity with financial risk and deviant behaviors. Collectively, these findings demonstrate that online gaming is viewed not merely as a digital entertainment activity but as a multidimensional social issue intertwined with gambling practices, economic vulnerability, and concerns for adolescent well-being.
Analisis Dampak Game Online terhadap Kurangnya Komunikasi dalam Meningkatkan Kosentrasi Belajar di Kelas Siti Apriani; A Arianto; AF Sonny
MUKASI: Jurnal Ilmu Komunikasi Vol. 4 No. 4 (2025): November 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/mukasi.v4i4.5504

Abstract

In the world of education, technological developments are sometimes misused by teenagers. One factor that occurs in the field is the phenomenon of excessive use of online games, which can affect communication between teachers and students, which can increase concentration in learning at SMA Negeri 4 Takalar. This research is a field study (field research) which is a study conducted systematically with the existing data conditions in the field. The method used in this study uses qualitative research with a phenomenological approach, research data collection techniques using observation, interviews, and documentation techniques. The results of field research with qualitative methods provide a result where the excessive use of online games can disrupt communication between teachers and students and even communication between students. Online game playing not only affects communication but the level of student concentration in class has decreased because rest time at home, especially at night, is used to play online games so that when in class and during learning, there are students who are sleepy and lack focus when asked questions related to learning. Student learning concentration is a form of concentration of thought or attention in order to be able to understand the material presented and put aside anything that interferes with the learning process. Innovation is needed in learning to overcome this phenomenon, one of which is using media or creating learning such as games so that students do not get bored in the learning process in class.