Kultivasi dalam Bermain Game Online (Studi Kasus Pembentukan Realitas Subjektif tentang Petualangan Pada Pemain Game Ingress)

SETIAWAN, WAHYU (2018) Kultivasi dalam Bermain Game Online (Studi Kasus Pembentukan Realitas Subjektif tentang Petualangan Pada Pemain Game Ingress). Other thesis, Universitas Sebelas Maret.

[img] PDF - Published Version
Download (1145Kb)

    Abstract

    ABSTRACT Wahyu Setiawan. D1215056. KULTIVASI DALAM BERMAIN GAME ONLINE (Studi Kasus Pembentukan Realitas Subjektif tentang Petualangan pada Pemain Game Ingress). Skripsi. Program Studi Ilmu Komunikasi Fakultas Ilmu Sosial dan Politik Universitas Sebelas Maret Surakarta. 2017. This research is inspired by the phenomenon which more online games are made to resemble real-world reality, one of those game is Ingress. The existence of Ingress that play like an adventure in the real world, feared to bring their players indirectly affected by the values that exist in the Ingress. This phenomenon encourages researcher to examine how the process of establishing a subjective reality of adventure in the Ingress. The purpose of this study is to know the views of Ingress players about the meaning of adventure in the real world, as well as to know how the subjective reality of adventure in Ingress is formed. Using the cultivation theory approach, the researcher tried to see the process of establishing subjective reality against five informants. All the five informants are Ingress player. This research is a qualitative paradigm research with case study method. Interview technique is used to obtain primary data sources, using snowball sampling to determine five informants. In this study, data analysis is done by basing on theoretical proposition, then develop into a case description. Finally researcher use triangulation of source and document for validation process. After conducting the interview and analyzing them, the researcher got the result that there are different views about adventure in the real world, and the formation of subjective reality of adventure in Ingress. There are several factors that influence the formation of subjective reality. These factors include exposure to the use of Ingress games, the belief of adventure experiences, social contact, the influence of the cyber community, and the resulting impact of gaining new knowledge. Keywords: Subjective Reality, Adventure, Game Ingress

    Item Type: Thesis (Other)
    Subjects: H Social Sciences > H Social Sciences (General)
    Divisions: Fakultas Ilmu Sosial dan Politik
    Fakultas Ilmu Sosial dan Politik > Ilmu Komunikasi
    Depositing User: Fransiska Meilani f
    Date Deposited: 28 Feb 2018 14:38
    Last Modified: 28 Feb 2018 14:38
    URI: https://eprints.uns.ac.id/id/eprint/39663

    Actions (login required)

    View Item