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: | Creators NIM Email ORCID Traswethi, Arti NIM00000014515 UNSPECIFIED UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Emrus, Emrus NIDN0309116102 UNSPECIFIED |
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 |