网络游戏导致的网络跟踪现象

Chandra Afif
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引用次数: 0

摘要

在印度尼西亚,严重的网络跟踪案件并不多,但如果发生这种情况,关注印度尼西亚不断增加的互联网用户是有可能的。利用电子媒体锁定、逼迫或跟踪受害者及其数据的行为,与域名抢注和网络恐怖主义一起属于网络欺凌的范畴。产生多种形式的网络欺凌的一个部门是游戏部门。在这种情况下,一个主要因素是网络游戏的失败或那些喜欢在游戏中骚扰他人以获得个人满足感的人(网络喷子)。本研究的数据收集使用了多种媒体的数据收集,如期刊、新闻和直接经验,其中描述了数据处理的结果。网络缠扰是技术自身发展的必然现象,在某些情况下,网络缠扰行为者通过社交媒体搜索受害者数据,并利用这些数据为个人、他人甚至团体的利益服务。
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FENOMENA CYBERSTALKING AKIBAT DARI GAME ONLINE
There are not many cases of severe cyberstalking in Indonesia, but it is possible if this case occurs by paying attention to the increasing number of internet users in Indonesia. cyberstalking The behavior of targeting, cornering or stalking victims and their data using electronic media is included in the category of cyberbullying along with cybersquatting and Cyberterrorism . One sector that produces many forms of cyberbullying is the gaming sector. One of the main factors in this case is the defeat of online games or people who enjoy harassing other people in the game for personal satisfaction (internet trolls). Data collection in this study used data collection from various media such as journals, news, and direct experience, where the results of data processing were described. Cyberstalking is an inevitable phenomenon as a result of the development of technology itself, in some cases cyberstalking actors perform their actions by searching for victim data through social media and utilizing this data for personal, other people or even groups' interests.
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PENGARUH MODEL PEMBELAJARAN MAKE A MATCH TERHADAP HASIL BELAJAR SISWA MATA PELAJARAN PENDIDIKAN AGAMA ISLAM PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE QUESTION STUDENT HAVE PENGARUH STRATEGI PEMBELAJARAN EXPLICIT INSTRUCTION TERHADAP HASIL BELAJAR SISWA KELAS XI PADA MATA PELAJARAN 2 DIMENSI JURUSAN MULTIMEDIA SMKN 2 PADANG PANJANG FENOMENA CYBERSTALKING AKIBAT DARI GAME ONLINE FLEKSIBILITAS PEMBELAJARAN MELALUI PENGAJARAN VIRTUAL BERBASIS WEB DAN SISTEM LABORATORIUM VIRTUAL
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