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7
1.1.4
Game
Online
Game online such as Ragnarok, World of Warcraft, and Counterstrike has
become a
massive trend among
its
target audiences,
from children
to adult
which
mostly dominated by
male players. Its unavoidable that playing
game online
has
been
a
very entertaining
activities
because
while
playing
game
online
it
also
enables to interact with other players throughout the world. Game
online
enthusiasts
in Indonesia on 2009
has
reached 6
million players out of 25
million
internet
users
and approximately
half
of
the
totals of
game
online
players are
students in high school or
university, its a fantastic
number
for
quite
a
new
industry.
(Henry, 2009)
However, behind its amusement, there is a factor which is difficult to be avoided.
Addiction is a behavior that most likely occur to online gamers while they have
tendencies
to
enhance
their character
to
be
more
stronger
or
well-known
in
the
game online. This causes the gamers become careless to society and likelihood
become anti-social.
1.1.5
Internet Mobile Users
In
Indonesia,
the
growth
of
internet mobile
has
been
indicating
significant
increase especially after the surfacing of smart phone such as Blackberry,
iPhone, and Android into mobile phone market. The phenomenon of smart phone
has attracted potential consumers since the new technology enables internet
feature to connect worldwide through internet mobile. Shortly, mobile phone
users
has
switched
to
smart
phone
since
it
provides
their
needs
from
varied
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