Lasut, Gabriella Gloria (2022) Self-presentation and identity negotiation of gamers: A phenomenological study = Presentasi diri dan negosiasi identitas para gamers: Sebuah studi fenomenologi. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
The rise of new media has led to the birth of digital natives: individuals whose everyday lives are closely intertwined with technology. With this, digital natives have access to endless forms of entertainment, including the cyberspace or virtual reality. Also known as video games, civilizations also watched the rise of the game industry as more people today invest generous amounts of time playing games, even going so far as to creating new identities and building new lives within a game. Using a qualitative research approach and the phenomenological method, this research examines how gamers present themselves within the games they play, using features like avatar customization or utilizing a game’s selection of playable characters. In creating their virtual identities, this research also examines gamers’ identity negotiation process that may occur and how it affects their real life identities. Primary data is obtained using semi-structured interviews with selected informants. A literature review is also conducted as part of the research’s secondary data. Results from this research relates a gamer’s self-presentation and identity negotiation process to immersion to the game, along with the feeling of total freedom to use games to fulfill missing traits and roles in order to secure their identities. / Perkembangan media baru memunculkan adanya generasi digital, dimana kehidupan sehari-hari mereka tidak pernah jauh dari teknologi. Generasi digital juga memiliki akses yang tidak terbatas ke berbagai bentuk hiburan, termasuk realita virtual yang juga dikenali dengan istilah video games. Perkembangan pesat industri game juga menjadi saksi semakin banyak orang yang mendedikasikan waktu dan tenaga mereka untuk bermain game hingga menciptakan sebuah identitas dan membangun kehidupan baru di dalamnya. Dengan menggunakan penelitian pendekatan kualitatif dan metode fenomenologi, penelitian ini melihat bagaimana para gamer mempresentasikan diri dalam game yang dimainkan, seperti menggunakan fitur kustomisasi avatar atau memanfaatkan pilihan tokoh-tokoh yang disediakan dalam game. Dalam proses membangun identitas virtual, penelitian ini juga melihat proses negosiasi identitas gamer dan dampak yang diberikan terhadap identitas mereka ketika berada di luar jangkauan game. Data primer diperoleh melalui wawancara bersifat semi-structured dengan informan terpilih. Tinjauan pustaka juga dilakukan sebagai bagian dari data sekunder penelitian. Hasil dari penelitian ini menghubungkan proses presentasi diri dan negosiasi identitas seorang gamer dengan immersion mereka terhadap game tersebut, beserta dengan kebebasan total dalam menggunakan game untuk memperoleh sifat atau peran yang tidak dimiliki dalam realita namun dapat dimiliki dalam game. Kedua proses juga diterapkan ketika seorang gamer ingin merasa aman dengan identitas diri.
Item Type: | Thesis (Bachelor) | ||||||||
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Uncontrolled Keywords: | Self-presentation; Phenomenology; Identity negotiation; Gamers; Identity | ||||||||
Subjects: | H Social Sciences > HM Sociology > HM 1201-1216 Communication | ||||||||
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 |
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Depositing User: | Users 10568 not found. | ||||||||
Date Deposited: | 08 Feb 2022 07:20 | ||||||||
Last Modified: | 08 Feb 2022 07:20 | ||||||||
URI: | http://repository.uph.edu/id/eprint/45562 |
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