VIDIO GAMES DAN ISLAM : ANALISIS GAME RUMAH AMALIA

Muhammad Shulhi Alhadi Siregar (, Indonesia)

Abstract


Marriage records related to the legal consequences of national law to date still reap a lot If someone feels bored and tired, then the first thing they want to do is how to get rid of the boredom. This is most people will be different in doing it, some do touring, sleeping, doing light work, and there are playing vidio games. Player vidio games will feel more fun if they play some games. But how do they choose the game, but they play a game that is not useful and even make them become someone else? Even in religion is also very concerned about the application or media this one, because many concerns generated from the media. So from here some games try to move to issue a more useful game against the player like Amalia House game. The game is understood many different people with other games, this game can get religious lessons for the players.
But in some comment fields that are on Playstore, some users provide reviews that the game can make someone close to God and teach the truth. So from this problem the author tries to examine whether the review is worthy to be crowned against the Amalia House game? And the focus of this research is to try to review the background of the Amalia House and the games they produce.
The results obtained by researchers is the game Amalia House trying to issue a different game with another game. This game teaches the religion of Islam and fosters independent character for the player, by learning while playing. But the crowning of the Amalia House game can get closer to God and teach the impossible truth, for the reason of seeing the essence of a game that only gives pleasure to the player and the player of a game will never focus on the meaning of the game, but only focuses on how the game is fun or not.


Keywords


Vidio, Games, Islam, Rumah, dan Amalia

Full Text:

PDF

References


Al-Rawi, Ahmed,. Vidio Games, terrorism, and ISIS’s Jihad. Canada: Taylor & Farncis group. 2016.

Eichhenbaum, Adam. Dkk. Video Games: Play That Can Do Serious Good, (Amerivan Journal of Play. 2014.

Euis Suherti, Psikologi Perkembangan Anak. Makalah Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan Dan Ilmu Pendidikan. 2014.

Kokoschka, Alina. Islamizing the Market? Advestising, Products, and Consumption in an Islamic Framework in Syria. kumpulan Jurnal: Muslim Societies in the Age of Mass Consumption. 2009.

Majid, Abdul. Mukjizat Al-Qur’an dan Sunnah tentang IPTEK. Jakarta: Gema Insan Press. 1997.

Lutfiyatun, Eka,. Pengembangan Media Game Edukasi Berbasis Adobe Flash Cs5 Pada Keterampilan Menulis Bahasa Arab Untuk Siswa Kelas Viii MTS, Skripsi, Program Studipendidikan Bahasa Arab Jurusan Bahasa Dan Sastra Asing Fakultas Bahasa Dan Seni Universitas Negeri Semarang, 2015.




DOI: https://doi.org/10.24952/el-qonuniy.v4i1.1832

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 Jurnal el-Qonuniy: Jurnal Ilmu-ilmu Kesyari'ahan dan Pranata Sosial

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

Indexing Jurnal :

  image host   image host

image host