DAFTAR PUSTAKA
Buku, Jurnal dan Repositori
Bachri, B. S. (2010). Meyakinkan Validitas Data Melalui Triangulasi pada Penelitian Kualitatif. Surabaya: Universitas Negri Surabaya
Bauman, Zygmunt. (2007). Identity in the Globalising World. Social Anthropology.
9, 121 - 129.
Basrowi dan Sukidin. (2002). Metode Penelitian Kualitatif Perspektif Mikro.
Surabaya: Insan Cendikia.
Beck, J. C., & Wade, M. (2004). Got Game: How the Gamer Generation is Reshaping Business Forever. Professional development collection.
Amerika Serikat: Harvard Business School Press
Castells, M. (1996): The Rise of Network Society, Blackwells: Oxford
Chee, F. M. (2012). Online Games as a Medium of Cultural Communication: An Ethnographic Study Of Socio-Technical Transformation. Canada: Simon Fraser University Library. 80-149. Diperoleh dari https://summit.sfu.ca/item/12420
Creswell, John W. (2014). Research design pendekatan kualitatif, kuantitatif, dan mixed. Yogyakarta: Pustaka Pelajar
Foshay, Raphael. (2016). The Digital Nexus: Identity, Agency, and Political Engagement. 10.15215/aupress/9781771991292.01.
Gibson, W. (1996): Civilisation and the Edge of Popular Culture, an interview to Bob Catterall. CITY, 5(6), 174-177. Diperoleh dari https://www.researchgate.net/publication/328928631_What_is_'cyberspac e
Gibbs, G.R. (2007). Analyzing qualitative data. Dalam U. Flick (Ed.). The Sage Qualitative Research Kit. London: Sage.
Golmohammadi, A. (2002), Globalization, Culture and identity. Iran: Tehran Nashr Nei.
Gómez-Diago, Gloria. (2012). Cyberspace and Cyberculture (hal. 58-60).
Diperoleh dari
https://www.researchgate.net/publication/284078559_Cyberspace_and_Cy berculture_pp58-60
Jalaluddin, J. (1). Tingkat Usia dan Perkembangan Spiritualitas serta Faktor yang Melatarbelakanginya di Majelis Tamasya Rohani Riyadhul Jannah Palembang. Intizar,
21(2), 165-183. Diperoleh dari
http://jurnal.radenfatah.ac.id/index.php/intizar/article/view/305
Jonathan, Sarwono (2006). Metode Penelitian Kuantitatif dan Kualitatif. Yogyakarta: Graha Ilmu
Kneale, J. (1999). The Virtual Realities of Technology and Fiction: Reading
WilliamGibson’s Cyberspace. Dalam Crang, M. et al (eds.), Virtual Geographies:
Bodies, Spaceand Relations, pp. 205-221; Routledge: London.
Kokswijk, Jacob. (2008). Granting Personality to a Virtual Identity. Diperoleh dari https://www.researchgate.net/publication/242600191_Granting_Personality_to_a_Virt ual_Identity
Kriyantono, R. (2006). Teknik Praktis Riset Komunikasi. Jakarta: Kencana
Lestari, Ellys (2013). Qualitative Research Methodology in Communication, Konsep, Panduan, dan Aplikasi. Jakarta: Lentera Ilmu Cendekia
Levy, P. (2001). Cyberculture, Electronic mediations. Minnesota: University of Minnesota
Press. Diperoleh
https://books.google.co.id/books/about/cyberculture.html?id=iDdl_FwGZE8C&redir_
esc=y
Miles, M/ B dan Huberman, A. (2007). Analisis Data Kualitatif Buku Sumber tentang Metode- Metode Baru. Terjemahan Tjetjep Rohendi Rohisi. Jakarta: Universitas Indonesia.
Munir. (2008). Kurikulum Berbasis Teknologi Informasi dan Komunikasi, Bandung: Alfabeta.
Nordvall, M. (2012). Communication in Games. Swedia: Linköping University. 21-36.
Diperoleh dari http://liu.diva-
portal.org/smash/record.jsf?pid=diva2%3A478142&dswid=2089
Ostman, R. E., & Parker, J. L. (1987). Impact of education, age, newspapers, and television on environmental knowledge, concerns and behaviors. Journal of Environmental
Education, 19(1), 3–9. Diperoleh dari
https://www.tandfonline.com/doi/abs/10.1080/00958964.1987.10801954
Peikari, Naser., Lotfi, Rasoul. dan Makhdomi, Hadi (2015). Social Networks, Cyberspace and Formation of Virtual Identity of the Users. International Journal of Advanced Studies in Humanities and Social Science, 4(2), 92-101.
Penna, S. & Obrien, M. (1999) Theorizing Modernity, London: Longman.
Piyeke, J. P., Bidjuni, H., dan Wowling, F. (2014). Hubungan Tingkat Stres Dengan Durasi Waktu Bermain Game Online Pada Remaja Di Manado. Jurnal Keperawatan, 2(2).
Diperoleh dari https://ejournal.unsrat.ac.id/index.php/jkp/article/view/5221
Ratan, R. A., Chung, J. E., Shen, C., Williams, D., & Poole, M. S. (2010). Schmoozing and smit-ing: Trust, social institutions, and communication patterns in an MMOG. Journal of Computer‐Mediated Communication, 16, 93–114. http//doi.org/10.1111/j.1083‐
6101.2010.01534x. Diperoleh dari
https://onlinelibrary.wiley.com/doi/full/10.1111/j.1083-6101.2010.01534.x
Smith, J. A. (ed). (2009). Psikologi kualitatif: Panduan praktis metode riset. Terjemahan dari Qualitative Psychology: A Practical Guide to Research Method. Yogyakarta: Pustaka Pelajar.
Suryono, Ryan & Subriadi, Apol. (2016). Investigation on the effect of user’s experience to motivate playing online games. 86. 62-67. Diperoleh dari https://www.researchgate.net/publication/301655879_Investigation_on_the_effect_of _user's_experience_to_motivate_playing_online_games/citation/download
Thurlow, C., Lengle, L., dan Tomic, A. (2004). Computer Mediated Communication, Social Interaction and The Internet. London: Sage Publications
Von Neumann, John, Oskar Morgenstern. (1953) Theory of Games and Economic Behavior.
Dalam Adi (ed). Pricenton: Pricenton University Press
Wijaya, Bambang Sukma (2014). Makna Gaya Hidup Tengah Malam Anak Muda Urban di Branded Convenience Store dan Café 24 Jam. Jurnal Ilmu Komunikasi, 12(2), 163-179 Wijaya, Bambang Sukma (2015). Midnight Culture: Ketika Kaum Muda Urban
Memperlakukan Malam Sebagai Siang. Dalam Budiawan (ed), Media [Baru], Tubuh, dan Ruang Publik: Esei-Esei Kajian Budaya dan Media, hal. 165-200. Yogyakarta:
Jalasutra
Wijaya, Bambang Sukma (2015). Desire and Pleasure in the Branded Reality Show as Discursive Psychoanalysis. Jurnal Humaniora, 27(1), 27-41.
https://doi.org/10.22146/jh.6406
Westphal, H. (2018). Running head: Effects Games Have on Online and Offline Communication: Why we play online games and how it effects our communication with others online and offline. Australia: Curtin University. Diperoleh dari http://networkconference.netstudies.org/2018Bentley/2018/05/07/why-we-play-
online-games-and-how-it-effects-our-communication-with-others-online-and-offline/
Williams, R., Williams, E. dan Silverstone, R. (2003). Television: Technology and Cultural Form. London: Psychology Press
Young, K. S., & Abreu, C. N. (2011). Internet addiction: A handbook and guide to evaluation and treatment. Hoboken, New Jersey: John Wiley & Sons.
Yolanda, M. F. (2017). Analisis “Midnight Culture” pada Kebiasaan Lembur Karyawan Agensi Periklanan di Jakarta. Jurnal Universitas Bakrie. Jakarta: Perpustakaan Universitas Bakrie. Diperoleh dari: http://repository.bakrie.ac.id/1172/
Sumber Elektronik
ABC, (2019, November 7). China to impose curfew on young gamers in bid to cut gaming addiction rates. ABC News. Diperoleh dari https://www.abc.net.au/news/2019-11- 07/china-imposes-online-gaming-curfew-tackles-video-game-addiction/11680522 Hackonline, (2019, November 3). Sejarah Game Online di Industri Android. Kompasiana.
Diperoleh dari
https://www.kompasiana.com/hackonline88/5dbe9f48097f367b72585eb2/sejarah- game-online-di-industri-android
Haryanto, Agus Tri (2020, Februari 20). Riset: Ada 175,2 Juta Pengguna Internet di Indonesia.
Diperoleh dari https://inet.detik.com/cyberlife/d-4907674/riset-ada-1752-juta- pengguna-internet-di-indonesia \
Herodotus (2012, January 18). Herodotus on Lydia. Ancient History Encyclopedia. Ancient.
Diperoleh dari https://www.ancient.eu/article/81/
Nugroho, Sulistyo (2010, February 17). Klasifikasi Game. Diperoleh dari http://sulistyonugroho.wordpress.com/2010/02/17/klasifikasi-game
Ostman, R. E., & Parker, J. L. (1987). Impact of education, age, newspapers, and television on environmental knowledge, concerns and behaviors. Journal of Environmental
Education, 19(1), 3–9. Diperoleh dari
https://www.tandfonline.com/doi/abs/10.1080/00958964.1987.10801954
Rahardjo, H. M. (2010, Oktober 15). Triangulasi dalam Penelitian Kualitatif. UIN Malang.
Diperoleh dari https://www.uin-malang.ac.id/r/101001/triangulasi-dalam-penelitian- kualitatif.html
Ramdhani, D. & Assifa, F. (ed). (2019, November 29). RSJ Jabar Tangani 81 Pasien Gangguan Jiwa akibat Kecanduan Game. Kompas Bandung. Diperoleh dari https://bandung.kompas.com/read/2019/11/29/09472501/rsj-jabar-tangani-81-pasien- gangguan-jiwa-akibat-kecanduan-game?page=all
Ratan, R. A., Chung, J. E., Shen, C., Williams, D., & Poole, M. S. (2010). Schmoozing and smit-ing: Trust, social institutions, and communication patterns in an MMOG. Journal of Computer‐Mediated Communication, 16, 93–114. doi: 10.1111/j.1083‐
6101.2010.01534x. Diperoleh dari
Selular (2019, Juli 16). Garena: Indonesia Duduki Peringkat ke-17 dengan Jumlah Mobile Gamer Terbanyak. Selular. Diperoleh dari https://selular.id/2019/07/garena-indonesia- duduki-peringkat-ke-17-dengan-jumlah-mobile-gamer-terbanyak/
Tani, Felix. (2015, Mei 15). Penelitian Kualitatif #035 Beginilah Penelusuran Dokumen
Dilakukan. Kompasiana. Diperoleh dari
https://www.kompasiana.com/mtf3lix5tr/5555572e6523bd2e2ba4a687/penelitian- kualitatif-035-beginilah-penelusuran-dokumen-dilakukan
Turnip, Parulian (2017, November 15). Ikuti dan Saksikan Tournament Mobile Legends Hadir di Karimun. Lendoot. Diperoleh dari http://lendoot.com/ikuti-dan-saksikan- tournament-mobile-legends-hadir-di-karimun/