Motivasi penjualan dan pembelian barang virtual game online dalam komunitas virtual Chimeraland Indonesia

Manalu, Mansa (2022) Motivasi penjualan dan pembelian barang virtual game online dalam komunitas virtual Chimeraland Indonesia. Masters thesis, Universitas Pelita Harapan.

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Abstract

Indonesia adalah salah satu negara dengan masyarakat yang paling banyak memainkan game di dunia. Saat ini Indonesia memiliki 105 juta pemain game online yang diprojeksikan terus bertambah. Di balik keberhasilan yang signifikan dari industri game online, ternyata terdapat beberapa fenomena yang terjadi di dalam kehidupan bermasyarakat. Game online telah berkembang menjadi sebuah tempat untuk para pemainya berkomunitas, bertukar informasi, bahkan kini game online dapat dijadikan sebagai sebuah sarana mata pencaharian. Pembelian barang virtual dalam game online dengan menggunakan mata uang asli, disebabkan oleh penilaian terhadap guna yang didapatkan dari sebuah barang virtual. Para pemain game online membentuk sebuah komunitas virtual yang dipakai mereka untuk dapat saling berinteraksi melakukan petukaran informasi hingga berjualan barang virtual. Untuk itu diperlukan penelitian agar dapat mengetahui apa yang menjadi motivasi para pemain dalam melakukan penjualan dan pembelian barang virtual pada komunitas virtual. Penelitian ini merupakan penelitian kualitatif dengan menggunakan pendekatan fenomenologi. Teknik pengumpulan data berupa wawancara dan observasi. Hasil penelitian menunjukan bahwa, interaksi yang terjadi dalam game Chimeraland akan membentuk pengalaman para pemain. Berdasarkan pengalaman pemain maka muncul keinginan untuk melakukan penjualan dan pembelian barang virtual. Adapula transaksi barang virtual oleh para pemain didasarkan atas kepercayaan. Penjualan dan pembelian barang virtual dapat memberikan keuntungan finansial bagi pemain. Dengan memiliki sebuah barang virtual, seorang pemain dapat meningkatkan citra diri dalam dunia virtual. / Indonesia is one of the countries that has the most online gaming players in the world. Currently, Indonesia has 105 million online game players, which is projected to continue to grow. Behind the significant success of the online game industry, it turns out that there are several phenomena that occur in social life. Online games have developed into a place for community players to exchange information, even now online games can be used as a means of livelihood. Purchasing virtual goods in online games using real currency is caused by an assessment of the benefits obtained from a virtual item. Online game players form a virtual community where they can interact with each other to exchange information and sell virtual goods. For this reason, research is needed in order to find out what motivates players in selling and buying virtual goods in virtual communities. This research is a qualitative research using a phenomenological approach. Data collection techniques in the form of interviews and observation. Results of the research show that the interactions that occur in the Chimeraland game will shape the experience of the players. Based on the player's experience, a desire arises to make sales and purchases of virtual goods. There are also virtual goods transactions by players based on trust. The sale and purchase of virtual goods can provide financial benefits for players. By owning a virtual item, a player can improve his self-image in the virtual world.

Item Type: Thesis (Masters)
Creators:
CreatorsNIMEmail
Manalu, MansaNIM01689210001mansamanalu@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorHerlijanto, JohanesNIDN0313077205johanes.herlijanto@uph.edu
Uncontrolled Keywords: game online ; perilaku jual beli ; komunitas virtual ; kualitatif
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 28029 not found.
Date Deposited: 21 Nov 2022 11:52
Last Modified: 21 Nov 2022 11:52
URI: http://repository.uph.edu/id/eprint/51259

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