E-SPORTS DAN INTERAKSI SUBKULTUR GAMER DI INDONESIA
DOI:
https://doi.org/10.26742/jbe.v9i1.2042Keywords:
Budaya, Permainan, Youtube, EsportsAbstract
Abstrak: Penelitian ini menyorot pada bagaimana e-sports sebagai suatu budaya massa yang mempengaruhi pola interaksi subkultur gamer di Indonesia, baik interaksi sesama gamer atau gamer dengan masyarakat luas. Penelitian ini juga menjelaskan jenis-jenis interaksi pada gamer dan berbagai macam klasifikasi gamer. Dalam hal ini, pengaruh perkembangan e-sports pada pola interaksi yang terbentuk dikaji melalui konsep medium is the message (teori dari Marshall McLuhan). Penelitian ini dilakukan dengan deskriptif kualitatif melalui pengumpulan data menggunakan metode teknik etnografi virtual Metode ini dipilih karena penelitian ini memiliki batasan data yaitu komunikasi dan interaksi yang hanya diambil dari media virtual, dalam hal ini; video platform Youtube Gaming; 4 video game yang bersifat kompetitif yaitu Valorant, Mobile Legends, PUBG Mobile, dan Free Fire. Hasil penelitian mengemukakan 1) Perkembangan e-sports sebagai ‘medium’ dan 2) Perubahan pola interaksi gamer Indonesia sebagai ‘the message’.
Kata kunci: Interaksi, Permainan video, E-sports, Youtube.
Abstrak: This study focuses on how e-sports as a mass culture influences the interaction patterns of gamer subcultures in Indonesia, both among gamers or gamers with the wider community. This study also describes the types of interactions among gamers and various classifications of gamers. In this case, the influence of the development of e-sports on the interaction patterns formed is studied through the concept of the medium is the message (the theory of Marshall McLuhan). This research was conducted with a qualitative descriptive method through data collection using virtual ethnographic techniques. This method was chosen because this research has data limitations, namely communication and interaction which are only taken from virtual media, in this case; Youtube Gaming video platform; 4 competitive video games, specifically Valorant, Mobile Legends, PUBG Mobile, and Free Fire. The results of the research suggest 1) The development of e-sports as a 'medium' and 2) Changes in the interaction pattern of Indonesian gamers as 'the message'.
Keywords: Interaction, Video games, E-sports, Youtube.
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