THE INFLUENCE OF GAME DOTA ON VERBAL
COMMUNICATION AND SOCIAL INTERACTION OF
CHILDREN AND ADOLESCENTS IN INDONESIA
Department of Computer Engineering, Telkom Polytechnic of Bandung,
West Java, Indonesia. E-mail: email@example.com. Tel:+62 85659039799
This paper talks about the influence of game DOTA on verbal
communication and social interaction of children and Adolescents in
Indonesia. Based on the study of various cases and literature, discovered
the negative influence of DOTA game on children and youth in Indonesia.
First, a negative influence on verbal communication, often in the form of
children and adolescents to talk with harsh words. Second, the influence
of the social interaction of children and adolescents, a solitary pleasure
for playing games. In addition, from the side of social interaction,
children and adolescents tend to have difficulty in adapting to the
Keywords: Game DOTA, Verbal Communication, Social Interaction,
INTRODUCTION civilized manners, cultural
meaning. So civilized means,
Indonesia is a country where the namely attitudes, decisions and
population known to be very actions are always based on
friendly and very polite language. cultural values, especially social
As the second principle of norms and ethics / morals. That is,
Pancasila said "Kemanusiaan yang behaving and speaking based on
Adil dan Beradab," shows that cultural values, social norms and
Indonesia is a civilized nations both decency are the Indonesian
in terms of behavior or language. national identity that has been
According to some literatures, the stuck for a long time.
word comes from the word
The opinion that Indonesian many children or teenagers who
people are friendly and polite, not are not good at socializing, so they
an independent opinion, this get some difficulties to adapt to
opinion is strengthened by the the environment.
results of the survey and the One factor that has reduced the
findings of the famous publisher national character (polite language
Lonely Planet, guidebooks to travel and work together) in the
all over the world. According to Indonesian society, especially
Lonely Planet, Indonesia is the children and teenagers today is the
fifith most friendly country after game online. Today the emerging
Fiji (4), Malawi (3), USA (2), and online gaming in the community,
Ireland (1). demand indiscriminate ranging
In terms of social interaction, from children to adults. In the play
Indonesian people also known as it sometimes does not know the
residents who like to work time.
together which is called ‘gotong Online gaming has mushroomed
royong’, helping each other, and from a long time in Indonesia.
work hand in hand with each Spread very fast too, especially in
other. Gotong royong is an recent years. Everywhere is very
Indonesian native term which easy to find cafe-cafe that offers
means working together to achieve this service. Not only in big cities,
a desirable outcome. some towns even had "attacked"
This means that Indonesian by this opiate. Online gaming is
people are basically good people considered more attractive
who work together, socialize, and because it can be played by more
interact with each other. In than two people together with the
essence, the Indonesian people are different.
not individualistic human. Among the online game, a well-
Characters like these must be known and much-loved today is
maintained so that they will DOTA (Defense of the Ancients).
coalesce into national identity. The main objective of the game is
Unfortunately, these positive to destroy the enemy base with
characters this time even more the team and the men fighting
reduced presence in the middle of computer-controlled. Players use
Indonesian society. As proof, so powerful units called heroes
easy we hear the conversation (hero), and assisted by allied
between the children or teenagers heroes and follower.
who use harsh words. Likewise Along with the rise of online
from the side of social interaction, game DOTA, it turns out negative
effects began to be felt. Negative adolescents in Bandung, to know
impact of DOTA related to verbal the influence of game DOTA on
communication and social social interaction of children and
interaction in children and adolescents in Bandung.
adolescents. Suppose the city of The significance of this scientific
Bandung, when the teenagers and paper is: “ To overcome the
children of primary school level are negative effects of game DOTA on
busy playing game DOTA, often children and adolescents in
issued harsh words of regret or Bandung.”
curse fellow players taunting each The hypothesis in this scientific
other. In addition, they tend to paper are: There is a negative
close themselves constantly in effect from game DOTA on verbal
front of the computer rather than communication of children and
interacting with the environment. adolescents in Bandung, in the
From the above background, the form of increased use of harsh
author was interested in studying words in their daily life. There is a
more about the influence of DOTA negative effect from game DOTA
on verbal communication and on social interaction of children
social interaction of children and and adolescents in Bandung, by
youth in Indonesia. However, to emergence of pleasure to be alone
facilitate the assessment, case (do not interact with the
studies that will be studied community) and poor ability to
retracted only happens in the city adapt to the environment.
of Bandung. The reason, Bandung The writing of this research
is one of the major cities in began on Tuesday, December 15,
Indonesia are already familiar with 2009 and ends on Tuesday,
online gaming. December 29, 2009.
based on the above background,
the statement of the problem in METHODS
this scientific literature is: "How is
the influence of game DOTA on The writing of this research
verbal communication and social conducted in Bandung. The writing
interaction of children and methods used by the author are:
adolescents in Bandung?" Case Studies
Based on the statement of the The author did a search of cases
problem above, the purposes of specified in social problems that
this scientific paper is: To know the are urgent to overcome. Studi
influence of game DOTA on verbal kasus yang dipelajari ini diambil
communication of children and dari berbagai berita di internet,
dengan ruang lingkup yang terjadi Literatures Review
di Indonesia. The author uses the form of
The results of these case studies reference books, journals, and
will be used as data to see the scientific articles to find the facts
effects of DOTA game on children and theories that support our
and youth in Indonesia. research.
A case study is one method of literatures review, namely data
research in social sciences. In collection by carrying out studies,
research using this method, analysis and documentation of
conducted in depth longitudinal literature, and sources other
examination of a situation or event records relating to the issues
referred to as cases using the discussed.
methods of systematic This section is a road that would
observation, data collection, pass by the authors to build a
information analysis, and reporting frame of mind (the theory). Frame
results. As a result, will obtain a of mind will be utilized by the
deep understanding of why things authors as a knife problem
happen and can become the basis analysis. To have knives sharpened
for further research. Case studies problem analysis, literature study
can be used to generate and test should be able to search a variety
hypotheses. of theories, opinions, authority,
Another opinion stated that the and the results of previous studies
case study is a research strategy, relevant to the issues raised.
an empirical study that The more complete the items put
investigates a phenomenon in real forward the theory that the more
life setting. This strategy may sophisticated frame of mind that
include kuatitatif evidence that can be built. This means that the
relies on various sources and the writer has a complete reference
previous development of reading also. However, it does not
theoretical propositions. mean that the writer who still has
Case studies can use the a limited reference and are not
evidence both of a quantitative able to write the paper.
and qualitative. With a single Literature study has three
subject research provides a important functions. First, to
framework for making statistical illustrate the subject matter to the
inferences from quantitative case reader; second, to convince the
study data. reader that the author knows a lot
about the subject matter being
studied; third, to develop insight
into the studied subjects. While game Warcraft III: Reign of Chaos,
the order of quotation (citation) and changed with the release of
can be done in three ways. The Frozen Throne. There are
First, starting from the findings or many basic concepts, with the
the library of the most distant most popular is DotA Allstars,  is
relationship (most distantly maintained by several authors
related) to the library peneletian or during development.
most closely related (most closely Since its release, Allstars has
related); second, using a appeared in several world
chronological order and grouped tournaments, including Blizzard
according to three approaches are Entertainment's BlizzCon and the
different (different approaches ) Asian World Cyber Games, as well
and quotations in each group are as league and CyberEvolution
written in chronological order or Cyberathlete Amateur.
from the general to the specific. The popularity of Defense of the
Ancients continue to increase. The
LITERATURE REVIEW game was featured by Computer
Gaming World in the assessment
Defense of the Ancients (DOTA) of new maps and game Warcraft
DOTA is a custom map (map-made) III, and called "the ultimate RTS".
for a computer game made by Allstars has become an important
Blizzard, entitled Warcraft III: scenario in the tournament, at the
Frozen Throne, based on the map debut appearance in Blizzard's
"Aeon of Strife" from other BlizzCon convention in 2005.
Blizzard game, StarCraft. Allstars was also appearing in the
The main purpose of this game is World Cyber Games Malaysia and
to destroy the "Ancient" enemy, a Singapore began in 2005, and
heavily guarded structure in each World Cyber Games Asian
of the lower left corner and upper Championships beginning of 2006.
right. Players use powerful units DotA Allstars is now also included
called "hero" (hero), and assisted in the league and league
by allied heroes and fruit-fighter Cyberathlete Amateur
(creep) are controlled by AI. CyberEvolution.
Like the role playing (RPGs), The game is also appeared in the
players level up their hero and use Electronic Sports World Cup
gold to buy equipment during the (ESWC) 2008. Oliver Paradis,
game. ESWC's competition manager, said
The game was developed by that the level of community
using the World Editor from the support, and also recognition of
the world, is the reason why DotA greatest strengths of this folder.
is selected. Defense of the Ancients also affect
This scenario is popular in many Demigod game developed by Gas
parts of the world; in the Powered Games.
Philippines and Thailand, the
number of players of this game as Verbal Communication
much as the game Counter-Strike. Verbal communication (verbal
The game is also popular in communication) is a form of
Sweden and the countries of communication submitted to the
Northern Europe other, where the communicant communicator
songs are inspired by this game , written manner (written) or verbal
"Vi sitter i Ventrilo och spelar (oral).
DotA" by Swedish musician A couple of sms to every day,
Basshunter, reached the top of hosted a music presenter on the
European charts at position # 2006 television station, a journalist
and entered into the 116 top ten writing news or opinions in the
charts in Sweden, Norway, and newspaper, or a father calls his
Finland. son, it is a small example of verbal
LAN tournaments are a part main communication.
of this game worldwide, including In the business world, verbal
tournaments in Sweden and communication occupies a large
Russia; but, with so few LAN portion. Because in reality, ideas,
tournaments and championships in thoughts or decisions, more easily
North America, several teams have conveyed verbally than the non-
since disbanded. verbal. With hope, communicant
Blizzard points DotA as an (both listeners Maun readers) can
example of what can be made by more easily understand the
makers a dedicated folder using messages conveyed.
artificial means developers.In June Practice, verbal komunikais can
2008, Michael Walbridge, writing be done by way of: Speaking and
for Gamasutra, stated that DotA "is writing. Generally bussines
the game's most popular mod, message to deliver, people tend to
discussed freely in the world as a prefer speaking (talking) than
non-supported games. (writing).
By pointing to the DotA In addition to its practical
community is formed, Walbridge reasons, speaking considered
stated that DotA shows the game easier "touch" targets due to be
easier for communities to care for heard directly communicant. But
the game, and is one of the that does not mean a written
message is not important. To relationship between people who
convey the message that produce a process that produces
businesses require long and the effects affecting permanent
mature understanding and relationships and ultimately allow
assessment, delivery is also the formation of social structures".
needed writing. Such delivery "Positive interaction is only
bussines report. Highly unlikely, if possible if there is an atmosphere
only submitted to talk. of mutual trust, respect, and
Listening and reading. Reality mutual support" (Siagian, 2004).
shows, mostly business people get Based on the above definition
information than to convey then, the authors conclude that
information. Information revenue social interaction is a relationship
and business activity is conducted between human beings who
through the process (Listening) interact with each other both in
listening and reading (reading). the relationships between
Unfortunately, reality shows, is still individuals, between groups or on
a lot of businesses that do not behalf of individuals and groups.
have sufficient ability and The kinds of Social Interactions
willingness to make the process of According to Maryati and
reading and listening this. So that Suryawati (2003) social interaction
important messages are often just is divided into three kinds, namely:
go away, and only a small portion The interaction between the
of well-digested. individual and the individual
In this connection may occur
Social Interaction negative or positive interaction.
Human social life, will be Positive interaction, if that
interconnected and need each happens if the relationship
other. Needs that can lead to a mutually beneficial. Negative
process of social interaction. interactions, if mutual relations
Maryati and Suryawati (2003) harm one party or both (hostile).
states that, "social interaction is a Interaction between individuals
contact or a mutual relationship or and groups These interactions can
interstimulasi and responses take place in a positive or negative.
between individuals, between Forms of social interaction of
groups or between individuals and individuals and various groups -
groups". kind of depends on the situation
Another opinion expressed by and condition.
Murdiyatmoko and Handayani Social interaction between
(2004), "Social interaction is the groups and groups Social
interaction and group group occurs without losing the personality of
as a single entity rather than culture itself.
individual will. For example, Social interaction that is
cooperation between the two dissociative, ie, that leads to the
companies to discuss a project. form - the form of confrontation or
Forms of Social Interaction conflict, such as:
Based on the opinion by Tim Competition, it is a struggle to be
Sociology (2002), social interaction done individually or particular
categorized into two forms, social group, in order to gain the
namely: victory or the results are
Social interaction that is competitive, without causing any
associative, ie, that leads to the threat or physical impact on the
form - the form of associations opponent.
(relationships or a combination) Kontravensi is a form of social
such as: Cooperation processes that are in between
Is a joint effort between individuals competition and conflict or
or groups to achieve common conflict. Another manifestation of
goals. the attitude kontravensi not
Accommodation It is a process of happy, either hidden or is bright –
social adjustment in the publicly directed against
interaction between individuals individuals or groups or to the
and groups - groups of people to elements of a certain class culture.
ease the conflict. These attitudes can be changed
Assimilation Is a social process into hatred but not until a
that arises when a group of people disagreement or conflict.
with backgrounds different Conflicts is a social process
cultures, mix together intensively between individuals or specific
for a long time, so that gradually groups, because of the differences
their indigenous culture and and understand the most basic
nature will change his form to form interests, giving rise to a kind of
a new culture as a mixed culture. gap or gap wedge social
Acculturation is a social process interaction among those who fight
that arises, when a group of it.
human society with a particular Signs of Social Interactions
culture are faced with the According to Tim Sociology (2002),
elements of a foreign culture so there are four features - features
that gradually the elements of of social interaction, among
foreign culture that accepted and others: the number of perpetrators
processed into their own culture, more than one person,
communication between the
actors through social contacts,
having a purpose or goal is clear, Adolescents
implemented through a specific Teenagers are human beings when
pattern of social system. their teens. In human adolescence
Terms - Conditions occurrence of can not be called an adult but can
Social Interactions Based on the also be called the children.
opinion by Tim Sociology (2002), Adolescence is the transitional
social interaction can take place if period people from children to
it meets two conditions below, adults.
namely: Teenagers are the transitional
Social contacts is a relationship period between childhood and
between one party and another adulthood that runs between the
party that was the beginning of age of 12 years to 21 years.
social interaction, and each - both Of the English language
sides react to each other with each "teenager" that is 13-19 years old
other though not necessarily humans.
Communication Means related to
or associate with other people.
Child (plural: children) is a man or
woman who has not grown or have
not experienced puberty. Children
also a descendant of the second,
where the word "child" refers to
the opposite of their parents, the
adult is the child of their parents,
although they have grown.
However this term is also often
refers to a person's mental
development, although the
biological age and chronological
someone has included adult
mental development, but if the old
order or the person may be
associated with the term "child".