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Ngafifi, M. (2014). Kemajuan Teknologi Dan Pola Hidup Manusia Dalam Perspektif Sosial Budaya. Rahmat, A. (2014). Hubungan kecanduan recreation on-line dengan keterampilan sosial remaja di four game centre di kecamatan klojen kota malang. Nurdiani, A. F., & Mulyono, R. (2014). Pengaruh Dukungan Sosial dan Attachment Style Terhadap Perasaan Kesepian Pada Remaja YAng Tinggal di Panti Asuhan Khazanah Kebajikan. Marta, R. F., Fernando, J., & Kurniawati, L. S. M. W. (2020). Tinjauan Peran Komunikasi Keluarga Pada Kinerja Public Relations melalui Konten Laman Resmi Media Daring Kpppa. Marta, R. F., Prasetya, A. A., Laurensia, B., & Syarnubi, K. L. (2020). Imbalance Identity in E-Sports News Intersectionality on Covid-19 Pandemic Situation Ketimpangan Indentitas Dalam Intereksionalitas Berita E-Sport Pada Situasi Pandemi Covid-19. Marta, R. F., & Robin, P. (2019). Kebahasaan Sinematik Bernuansa Pluralitas dalam Iklan Bni Taplus Anak. Januarti, J., & Wempi, J. A. (2019). Makna Tenun Ikat Dayak Sintang Ditinjau Dari Teori Semiotika Sosial Theo Van Leeuwen. Richie, J., Santos, N. D. L., Cornillez, E. E. C., & Carillo, V. D. (2020). Mobile Games and Academic Performance of University Students. Barnett, J., & Coulson, M. (2010). Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games.