E3S Web Conf.
Volume 202, 2020The 5th International Conference on Energy, Environmental and Information System (ICENIS 2020)
|Number of page(s)||5|
|Section||Socio-Culture and Environment|
|Published online||10 November 2020|
Online Game and the Hikikomori Phenomenon in Japan
Japanese Department, Faculty of Humanities, Diponegoro University, Indonesia
* Corresponding author: email@example.com.
The internet, online games, smartphones are things that are very familiar with the lives of millennials today, including the millennial generation in Japan. Everything that comes with it is a necessity, including the negative effects it causes. In Japan, the society has highlighted many problems arising from the internet, online games, and smartphones, one of which is the addiction problem in using these devices. This brings us to the classic problem of Japanese society, namely, hikikomori, where a person stays at home for long periods, does not socialize and work, and only does what he/she likes. This research will further explore the relationship between online games and the hikikomori phenomenon that developed in Japan.
© The Authors, published by EDP Sciences, 2020
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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