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: | Creators NIM Email ORCID Sasmita, Andrew NIM04120080065 UNSPECIFIED UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Leksmono, Desideria Lumongga Dwihadiah NIDN0302116901 UNSPECIFIED |
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 |