HUBUNGAN ANTARA ARTIKEL MENGENAI GAME DAN TEKNOLOGI INFORMASI PADA SCOPUS: STUDI BIBLIOGRAFI

Yaka Bagus Pratama, Akhmad Kusuma Wardhana, Prasetyo Adi Nugroho

Abstract


Game as a media currently it has been implemented in several fields, including education. The implementation of games in education is said to be able to offer innovative and effective learning methods. In this new era, game is closely related with information science.this study aims to observe the connection between game and information science through the articles which are indexed by Scopus. This study is qualitative using blibliography method in collecting the data. The subjects are articles in Scopus website that contains the keywrods “ game” and “information sceince”. The data was analyzed using VosViewer to reveal the conncetion between tow of them. The  result shows that between tow subject there are more breaoder result that are divided into several sub-subject. Some parts of subject have connection with information that becomes bridges shows clear relationship about the trends of science subjects, includes game subjects in the information science family. It can concluded that there was a citation relationship and trends in writing scientific articles about games that were linked to information science.


Keywords


Scopus, Biblometrik, VosViewer

Full Text:

PDF

References


Ahmar, A.S., Kurniasih, N., Irawan, D.E., Sutiksno, D.U., Napitupulu, D., Setiawan, M.I., Simarmata, J., Hidayat, R., Abdullah, D., Rahim, R., 2018. Lecturers’ understanding on indexing databases of SINTA, DOAJ, Google Scholar, SCOPUS, and Web of Science: A study of Indonesians, in: Journal of Physics: Conference Series. IOP Publishing, p. 12026.

Bagnoli, C., Dal Mas, F., Massaro, M., 2019. The 4th Industrial Revolution: Business Models and Evidence From the Field. Int. J. E-Services Mob. Appl. 11, 34–47.

Castillo, R.E., Cheng, C.J., Agustin, J.S., Aragon, M.C.R., 2019. Development of an Educational Mobile Game Applications for Grade 5 for Knowledge Channel Inc., in: Proceedings of the 2019 2nd International Conference on Information Science and Systems. ACM, pp. 99–104.

Chen, F., Deng, P., Wan, J., Zhang, D., Vasilakos, A. V, Rong, X., 2015. Data mining for the internet of things: literature review and challenges. Int. J. Distrib. Sens. Networks 11, 431047.

Costa, C., Sousa, C., Rogado, J., Henriques, S., 2017. Playing digital security: youth voices on their digital rights. Int. J. Game-Based Learn. 7, 11–25.

Gaitán-Angulo, M., Díaz, J.C., Viloria, A., Lis-Gutiérrez, J.-P., Rodríguez-Garnica, P.A., 2018. Bibliometric analysis of social innovation and complexity (Databases Scopus and Dialnet 2007–2017), in: International Conference on Data Mining and Big Data. Springer, pp. 23–30.

Hooshyar, D., Yousefi, M., Lim, H., 2018. Data-driven approaches to game player modeling: a systematic literature review. ACM Comput. Surv. 50, 90.

Ismail, N.H.B., 2018. Validity Measurement of WAQF Related Research in Scopus Indexed Journals: A Rabbani Approach Analysis. J. Soc. Sci. Res. 2018, 376–381. https://doi.org/10.32861/jssr.spi6.376.381

Klapka, O., Slaby, A., 2018. Visual Analysis of Search Results in Scopus Database, in: International Conference on Theory and Practice of Digital Libraries. Springer, pp. 340–343.

Lee, E., Jang, Y., Yoon, D.-M., Jeon, J., Yang, S., Lee, S., Kim, D.-W., Chen, P.P., Guitart, A., Bertens, P., 2018. Game data mining competition on churn prediction and survival analysis using commercial game log data. IEEE Trans. Games.

Leung, C.K.-S., 2019. Big data analysis and mining, in: Advanced Methodologies and Technologies in Network Architecture, Mobile Computing, and Data Analytics. IGI Global, pp. 15–27.

Miller, D.J., Robertson, D.P., 2010. Using a games console in the primary classroom: Effects of ‘Brain Training’programme on computation and self‐esteem. Br. J. Educ. Technol. 41, 242–255.

Narme, P., 2016. Benefits of game-based leisure activities in normal aging and dementia. Geriatr. Psychol. Neuropsychiatr. Vieil. 14, 420–428.

Nasution, M.K.M., Sitepu, R., Bakti, D., Hardi, S.M., 2018. Research mapping in North Sumatra based on Scopus, in: IOP Conference Series: Materials Science and Engineering. IOP Publishing, p. 12130.

Oliveira, E., Panyik, E., 2015. Content, context and co-creation: Digital challenges in destination branding with references to Portugal as a tourist destination. J. Vacat. Mark. 21, 53–74.

Palomo-Duarte, M., Berns, A., Cejas, A., Dodero, J.M., Caballero, J.A., Ruiz-Rube, I., 2016. Assessing foreign language learning through mobile game-based learning environments. Int. J. Hum. Cap. Inf. Technol. Prof. 7, 53–67.

Serrano‐Cinca, C., Muñoz‐Soro, J.F., Brusca, I., 2018. A multivariate study of internet use and the digital divide. Soc. Sci. Q. 99, 1409–1425.

Siguenza-Guzman, L., Saquicela, V., Avila-Ordóñez, E., Vandewalle, J., Cattrysse, D., 2015. Literature review of data mining applications in academic libraries. J. Acad. Librariansh. 41, 499–510.

Suyanto, B., Subiakto, H., Srimulyo, K., 2019. Data of the patterns of youth local brand product consumption through online shopping. Data Br. 23, 103723.

Van Eck, N.J., Waltman, L., 2014. Visualizing bibliometric networks, in: Measuring Scholarly Impact. Springer, pp. 285–320.


Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 VISI PUSTAKA: Buletin Jaringan Informasi Antar Perpustakaan

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Contact person : 

WA Number

081327669994 ( Purnomo )

081223541993 ( Syifa )