Pola komunikasi pemain game online dota di warnet ritter cybercafe

Sasmita, Andrew (2013) Pola komunikasi pemain game online dota di warnet ritter cybercafe. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

DotA adalah game online yang sudah digemari semenjak tahun 2006 dan makin digemari hingga sekarang. DotA sudah merambah ke dunia internasional dimana sudah banyaknya diadakan turnamen DotA baik nasional maupun internasional. Melihat naiknya popularitas DotA, maka publisher game DotA membuat sekuel dari game tersebut menjadi DotA 2 yang sekarang ramai digeluti oleh para pemain lama game DotA 1, namun DotA 1 sendiri juga masih banyak peminatnya. DotA sudah memasuki kancah internasional sehingga diadakannya turnamen baik via online maupun LAN. Dalam nasional pun DotA sudah termasuk kedalam event World Cyber Games yang mengadakan kompetisi DotA dengan berhadiahkan uang tunai. Komunikasi antara anggota tim merupakan elemen terpenting dalam memainkan game online berkelompok ini sehingga pada akhirnya membentuk pola komunikasi yang khas di antara mereka. Tidak adanya komunikasi tidak memungkinkan sebuah tim dapat memenangkan game DotA, karena game DotA tidak luput dari kerja sama yang sangat membutuhkan komunikasi untuk menjalankan strategi dan pencapaian goal, yakni kemenangan. Penelitian ini bertujuan untuk mengetahui bagaimana pola komunikasi yang terjadi pada pemain game online DotA di warnet Ritter Cybercafe Jakarta Barat. Penelitian ini menggunakan pendekatan penelitian kualitatif dengan metode pengumpulan data in-depth-interview pemain game online DotA di warnet Ritter. Dari hasil penelitian ini, ditemukan bahwa pola komunikasi pemain game online DotA sangat beragam dan selalu berubah ubah dimana harus disesuaikan pada situasi game DotA tersebut. / DotA is a well known game and have many fans since 2006 and gathered more fans up until now. DotA has grown to international world in which there are many national DotA tournaments or international. Publisher sees DotA as a popular game, so they made the sequel of DotA, which is DotA 2, but DotA 1 still has its own fans. Since there are too many tournaments, even our ountry held their own tournament for DotA, which is called as World Cyber Games. Communication amongst team player is the most important element to play DotA in pair or in-group so in the end it creates a communication pattern that is unique between them. If there’s no communication occurs, one of the team won’t win the fight, because communication is inevitable by playing game DotA, and communication is crucial to reach every member’s goal, to win the game. This research’s goal is to know how communication pattern occurs among DotA player in Ritter Cybercafe. This research uses qualitative method with in depth interview method to gather data of DotA online game user in Ritter Cybercafe. The result of this research founds that communication pattern between DotA online game user are rich, a complex communication pattern that constantly changing because it is based on the situation on the game itself and all player in two teams need to adapt with the changing climate of the game.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Sasmita, AndrewNIM04120080065UNSPECIFIED
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorLeksmono, Desideria Lumongga DwihadiahNIDN0302116901UNSPECIFIED
Additional Information: SK 41-08 SAS p
Uncontrolled Keywords: chemistry ; dota gamer ; dota ; communication pattern ; online ; online game
Subjects: H Social Sciences > HM Sociology > HM(1)-1281 Sociology
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Social and Political Science > Communication Science
Current > Faculty/School - UPH Karawaci > Faculty of Social and Political Science > Communication Science
Depositing User: Users 17 not found.
Date Deposited: 04 Oct 2018 07:22
Last Modified: 18 Oct 2021 07:31
URI: http://repository.uph.edu/id/eprint/1082

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