Oriza, Kiki (2025) Analisis Konten Game Sakura School Simulator terhadap Anak-Anak Pendekatan Analisis isi. S1 thesis, UNIVERITAS JAMBI.
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Abstract
Game Sakura School Simulator merupakan salah satu game simulasi yang memberikan kebebasan pemain sesuai keinginan dan imajinasinya dalam bermain. Game ini populer di kalangan anak-anak. Padahal berdasarkan ketentuan rating konten Play Store, game ini di tetapkan 18 tahun ke atas. Penelitian ini bertujuan untuk menganalisis konten di dalam game Sakura School Simulator yang tidak sesuai untuk anak-anak berdasarkan ketentuan Play Store yaitu kategori kekerasan, seksual, diskriminasi dan obat-obatan. Metode yang digunakan dalam penelitian ini yaitu analisis isi deskriptif kuantitatif. Metode ini menggunakan lembar koding yang berisi kategori yang akan di analisis oleh 2 koder yaitu peneliti dan ahli psikologi. Data di peroleh melalui video rekam layar 32 anak saat memainkan game ini. Hasil penelitian menunjukkan bahwa dari 4 kategori yang di analisis kategori yang ditemukan yaitu kekerasan sebanyak 93,91% dan seksual sebanyak 6,09%. Kategori tersebut dapat muncul di dalam game karena di buat oleh pemain berdasarkan keinginan dan imajinasinya. Dengan demikian, ketika teknologi digunakan tidak sesuai dengan ketentuannya akan memiliki beberapa pengaruh seperti paparan terhadap konten yang tidak sesuai usia, terbentuknya pola pikir yang tidak baik, adanya tindakan tanpa pemahaman, dan respon emosional, mental dan motorik anak yang tidak stabil. Oleh karena itu, perlu adanya keterlibatan orang tua dalam pengawasan terhadap teknologi yang digunakan oleh anaknya. Kata Kunci : Sakura School Simulator, Anak-Anak, Analisis Isi, Ketentuan Play Store Sakura School Simulator game is one of the simulation games that gives players freedom according to their wishes and imagination in playing. This game is popular among children. In fact, based on the Play Store content rating provisions, this game is set at 18 years and over. This study aims to analyze the content in the Sakura School Simulator game that is not suitable for children based on the Play Store provisions, namely the categories of violence, sexual, discrimination and drugs. The method used in this study is quantitative descriptive analysis. This method uses a coding sheet containing categories that will be analyzed by 2 coders, namely researchers and psychologists. Data was obtained through video recordings of 32 children's screens while playing this game. The results showed that of the 4 categories analyzed, the categories found were violence as much as 93.91% and sexual as much as 6.09%. These categories can appear in the game because they are made by players based on their wishes and imagination. Thus, when the technology used does not comply with its provisions, it will have several effects such as exposure to age-inappropriate content, the formation of bad mindsets, actions without understanding, and unstable emotional, mental and motor responses in children. Therefore, there needs to be parental involvement in supervising the technology used by their children. Keywords: Sakura School Simulator, Children, Content Analysis, Play Store Terms
Type: | Thesis (S1) |
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Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Sains dan Teknologi > Sistem Informasi |
Depositing User: | ORIZA |
Date Deposited: | 08 Jul 2025 04:21 |
Last Modified: | 08 Jul 2025 04:21 |
URI: | https://repository.unja.ac.id/id/eprint/81875 |
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