Self-presentation and identity negotiation of gamers: A phenomenological study = Presentasi diri dan negosiasi identitas para gamers: Sebuah studi fenomenologi

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.

[thumbnail of Title]
Preview
Text (Title)
Title.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (33kB) | Preview
[thumbnail of Abstract]
Preview
Text (Abstract)
Abstract.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (306kB) | Preview
[thumbnail of ToC]
Preview
Text (ToC)
ToC.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (801kB) | Preview
[thumbnail of Chapter1]
Preview
Text (Chapter1)
Chapter1.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB) | Preview
[thumbnail of Chapter2] Text (Chapter2)
Chapter2.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (2MB)
[thumbnail of Chapter3] Text (Chapter3)
Chapter3.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (3MB)
[thumbnail of Chapter4] Text (Chapter4)
Chapter4.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB)
[thumbnail of Chapter5] Text (Chapter5)
Chapter5.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (3MB)
[thumbnail of Chapter6] Text (Chapter6)
Chapter6.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (392kB)
[thumbnail of Bibliography]
Preview
Text (Bibliography)
Bibliography.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (914kB) | Preview
[thumbnail of Appendices] Text (Appendices)
Appendices.pdf
Restricted to Repository staff only
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (2MB)

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)
Creators:
Creators
NIM
Email
ORCID
Lasut, Gabriella Gloria
NIM01041180062
gabriellagl24@gmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Setijadi, Naniek Novijanti
NIDN8853999920
naniek.setijadi@uph.edu
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
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

Actions (login required)

View Item
View Item