Pemaknaan pemain terhadap game online Pokemon Go

Traswethi, Arti (2016) Pemaknaan pemain terhadap game online Pokemon Go. Masters thesis, Universitas Pelita Harapan.

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Abstract

The development of online games go hand in hand with the development of information and communication technology. The online gaming market continues to grow rapidly. Game lovers is not only children but also adults. Nowadays, game is not only for fun, but also for communication and social interaction. On July 6, 2016, Pokemon GO was released officially in Australia, New Zealand, and the United States. At that time, people around the world talked about Pokemon GO. Public places were full of Pokemon catcher. Background and meaning of Pokemon GO for gamers are focus of this research. This study uses qualitative approach with phenomenological tradition. Data collection is carried out through interviews and observation. Literature study and documentation are used as secondary data. Interview was conducted with six key informants since July to October 2016. The results showed the background of playing Pokemon GO is constituted by nostalgic element and the popularity of this game. This research also shows us that the more they engage with this game, the meaning of Pokemon GO for them could change. Players passed at least three stages such as: entry, engage, and defend. / Perkembangan game online berjalan beriringan dengan perkembangan teknologi komunikasi dan informasi. Pasar game online terus bergeliat. Game digemari oleh berbagai kalangan baik anak-anak maupun dewasa. Game kini bukan hanya digunakan untuk sekedar bermain, lebih dari itu game online merupakan suatu sarana komunikasi yang sarat akan interaksi sosial di dalamnya. Pada tanggal 6 Juli 2016, Pokemon GO resmi dirilis di Australia, Selandia Baru, dan Amerika Serikat. Sejak saat itu, Pokemon GO sukses menjadi perbincangan di dunia. Animo masyarakat Indonesia untuk mencoba permainan inipun terbilang sangat besar. Tempat-tempat publik dipenuhi oleh para penangkap Pokemon. Melihat hal itu, penelitian untuk mengetahui latar belakang dan pemaknaan pemain tentang Pokemon GO perlu dilakukan. Penelitian ini menggunakan pendekatan kualitatif tradisi fenomenologi. Pengumpulan data penelitian dilakukan dengan data primer yaitu wawancara dan observasi. Selain itu, data sekunder di dapatkan dari studi kepustakaan dan dokumentasi. Wawancara dilakukan dengan enam key informant sejak bulan Juli hingga Oktober 2016. Hasil penelitian menunjukkan bahwa latar belakang bermain Pokemon GO didasari oleh unsur nostalgia dan demam Pokemon. Penelitian juga menunjukkan bahwa semakin intens mereka bermain, pemaknaan mereka tentang Pokemon GO berubah. Pemain setidaknya mengalami tiga fase dalam proses pemaknaan, yaitu fase entry, fase engage, dan fase defend.

Item Type: Thesis (Masters)
Creators:
CreatorsNIMEmail
Traswethi, ArtiNIM00000014515UNSPECIFIED
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorEmrus, EmrusNIDN0309116102UNSPECIFIED
Additional Information: T 89-14 TRA p
Uncontrolled Keywords: meaning ; online games ; Pokemon GO
Subjects: H Social Sciences > HM Sociology > HM 1201-1216 Communication
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Social and Political Science > Master of Communication Science
Current > Faculty/School - UPH Karawaci > Faculty of Social and Political Science > Master of Communication Science
Depositing User: Users 15 not found.
Date Deposited: 05 Apr 2019 03:20
Last Modified: 08 Dec 2021 02:16
URI: http://repository.uph.edu/id/eprint/2774

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