Wiraputra, Ardina Lukita (2025) Negosiasi identitas dalam fenomena catfishing pada game MMORPG. Masters thesis, Universitas Pelita Harapan.
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Abstract
Fenomena catfishing dalam MMORPG menimbulkan masalah signifikan dalam
komunikasi digital, karena pemain sering menggunakan identitas palsu dengan
berbagai tujuan. Penelitian ini menganalisis bagaimana negosiasi identitas
membentuk interaksi sosial dalam lingkungan virtual ini, dengan menyoroti
pengaruh Komunikasi yang Dimediasi Komputer (Computer-Mediated
Communication/CMC) dan komunikasi hiperpersonal. Selain itu, penelitian ini
mengeksplorasi bagaimana anonimitas dan dinamika gender memengaruhi perilaku
catfishing dan proses negosiasi identitas dalam MMORPG. Dengan menggunakan
kerangka teori negosiasi identitas dari Ting-Toomey, teori komunikasi
hiperpersonal dari Walther, dan pendekatan dramaturgi dari Goffman, penelitian ini
mengadopsi metode kualitatif dengan perspektif fenomenologis. Pengumpulan data
dilakukan melalui wawancara dengan enam pemain berpengalaman MMORPG dan
referensi dari literatur akademik yang relevan. Analisis data mencakup reduksi data,
penyajian, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa pemain
yang melakukan catfishing sering menggunakan anonimitas untuk menegosiasikan
ulang identitas mereka, memilih avatar dengan gender berbeda untuk mendapatkan
keuntungan sosial atau kenyamanan pribadi. Interaksi sosial dan dinamika gender
menjadi faktor yang mendorong adaptasi identitas, menciptakan pola interaksi khas
dalam dunia virtual. Kesimpulannya, anonimitas dan dinamika gender merupakan
faktor kunci yang membentuk proses negosiasi identitas yang unik dalam
lingkungan MMORPG. / The phenomenon of catfishing in MMORPGs poses a significant issue in digital
communication, as players often assume false identities for various reasons. This
research examines how identity negotiation shapes social interactions within these
virtual environments, with a focus on the influence of Computer-Mediated
Communication (CMC) and hyperpersonal communication. It also explores how
anonymity and gender dynamics impact both catfishing behaviors and identity
negotiation processes in MMORPGs. The study utilizes theoretical frameworks
including Ting-Toomey’s identity negotiation theory, Walther’s hyperpersonal
communication theory, and Goffman’s dramaturgical approach. Employing a
qualitative method with a phenomenological perspective, the research involves
interviews with six seasoned MMORPG players and references relevant academic
literature. The analysis includes data reduction, presentation, and the drawing of
conclusions. The results show that players who engage in catfishing often use
anonymity to renegotiate their identities, frequently opting for avatars of different
genders to gain social benefits or for personal comfort. Furthermore, the interplay
of social interactions and gender dynamics drives this process of identity
adaptation, leading to distinct interaction patterns within the virtual world.
Ultimately, the study concludes that anonymity and gender dynamics are key factors
in shaping the unique identity negotiation processes observed in
MMORPG environments.
Item Type: | Thesis (Masters) |
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Creators: | Creators NIM Email ORCID Wiraputra, Ardina Lukita NIM01689230014 ardinalukita98@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Setijadi, Naniek N NIDN8853999920 naniek.setijadi@gmail.com |
Uncontrolled Keywords: | catfishing ; negosiasi identitas ; MMORPG ; anonimitas ; komunikasi |
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: | Ardina Lukita Wiraputra |
Date Deposited: | 31 Jan 2025 03:46 |
Last Modified: | 31 Jan 2025 03:46 |
URI: | http://repository.uph.edu/id/eprint/66946 |