The role of community identity in changing online gamers’ behavior
DOI:
https://doi.org/10.61126/dtcs.v2i1.34Keywords:
identity, community behavior, community online games, gamers behavior, identity rolesAbstract
The purpose of this research is to determine the role of community identity on the behavior of online gamers. This research was conducted on the online gaming community X, which consists of students. The method used is qualitative phenomenology with interview data collection techniques. The research results show that the identity behavior of online gamers is determined by their community identity role. This community forms its own norms and values that are mutually agreed upon. The community also motivates the formation of gaming behavior and the intentions of each member’s behavior. The rational individual of action (gamer) is formed by a group of actions based on a community of utility, not an individual utility. Community members must force themselves to gain recognition of their group identity through many irrational acts of conformity.
References
Amalia, Y. M., & Kristina, A. (2021). Adaptasi lingkungan bisnis saat pandemic Covid-19 (studi pada UMKM ledre di Desa Padangan, Bojonegoro-Jawa Timur). JAE (Jurnal Akuntansi dan Ekonomi), 6(3), 84–94. https://doi.org/10.29407/jae.v6i3.16724
Arifah, F. H., & Candrasari, Y. (2022). Pola komunikasi virtual dalam komunitas games online: Studi netnografi pada komunitas Facebook Genshin Impact Indonesia Official. Jurnal Ilmiah Teknik Informatika dan Komunikasi, 2(2), 55–66. https://doi.org/10.55606/juitik.v2i2.206
Banerjee, S., Bhattacharyya, S., & Bose, I. (2023). The motivation paradox: Understanding contradictory effects of awards on contribution quantity versus quality in virtual community. Information & Management, 60(7), 103855. https://doi.org/https://doi.org/10.1016/j.im.2023.103855
Faiza, N., & Kristina, A. (2021). Interaksi teknologi dan tenaga kerja: Peran teknologi pada daya saing produk (studi kasus sentra usaha kecil dan menengah bordir Bangil Pasuruan). Jurnal Maksipreneur: Manajemen, Koperasi, dan Entrepreneurship, 10(2), 181-195. https://doi.org/10.30588/jmp.v10i2.717
Falatheh, S. F. (2017). Pendekatan psikologi komunitas dalam memprediksi peranan rasa memiliki komunitas terhadap munculnya partisipasi masyarakat. Jurnal Ilmiah Psikologi MANASA, 6(1), 66–90.
Hafizh, A., Asriwandari, H., & Hidir, A. (2022). Perilaku konsumtif sebagai sebuah gaya hidup: Studi komunitas lari LibuRUN di Kota Pekanbaru. Ganaya: Jurnal Ilmu Sosial dan Humaniora, 5(3), 312–325. https://doi.org/10.37329/ganaya.v5i3.1924
Jang, H., Ko, I. S, & Koh, J. (2007). The influence of online brand community characteristics on community commitment and brand loyalty. International Journal of Electronic Commerce, 12, 154. https://doi.org/10.1109/HICSS.2007.544
Juniarti, A. (2024). Analisis dampak penggunaan game online terhadap interaksi sosial peserta didik di SMAN 04 Kota Bengkulu. Jurnal Ilmiah Multidisiplin Keilmuan Mandira Cendikia, 2(7), 86–94. https://journal-mandiracendikia.com/index.php/mdi/article/view/834
Khosiin, K. (2022). Game online: Ancaman ‘candu digital.’ Syntax Idea, 4(12). https://doi.org/10.46799/syntax-idea.v4i12.2100
Kristina, A. (2010). Model training needs analysis (TNA) untuk mengidentifikasi kebutuhan pelatihan. Neo-Bis, 4(1), 1–36.
Kristina, A. (2020). Belajar mudah metodologi penelitian kualitatif. Rumah Media.
Kristina, A. (2021). [Hyper] love: Meneropong cinta dan fanatisme Army melalui netnografi. Peneleh.
Kristina, A. (2023). Mengupas daya tahan bisnis saat pandemi Covid-19 melalui fenomenologi. Deepublish.
Kristina, A. (2024). Teknik wawancara dalam penelitian kualitatif. Deepublish.
Lebho, M., Lerik, M. D., Wijaya, R. P., & Littik, S. (2020). Perilaku kecanduan game online ditinjau dari kesepian dan kebutuhan berafiliasi pada remaja. Journal of Health and Behavioral Science, 2(3), 202-212. https://doi.org/10.35508/jhbs.v2i3.2232
Looi, J., Wilkes, F., Bastiampillai, T., & Allison, S. (2023). Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture. Australasian Psychiatry, 32. https://doi.org/10.1177/10398562231211137
Malik, A., & Kristina, A. (2020). Kesesuaian karakteristik pekerja dan pekerja pada lingkungan kerja industri mebel ukir di Desa Petekeyan, Jepara-Jawa Tengah. Media Trend, 15(2), 376–390. https://doi.org/10.21107/mediatrend.v15i2.8098
Merinda, N., Abidin, Z., & Rifai, M. (2024). Identitas budaya pada pemain game online “sky children of the light”: Pendekatan etnografi virtual. Da’watuna: Journal of Communication and Islamic Broadcasting, 4(2), 920–927. https://doi.org/10.47467/dawatuna.v4i2.1573
Mitchell, W. C. (2022). Thorstein Veblen (1857–1929). In R. A. Cord (Ed.), The Palgrave companion to Chicago economics (pp. 175–202). Springer International Publishing. https://doi.org/10.1007/978-3-031-01775-9_8
Nurhaliza, W. O., & Fauziah, N. (2020). Komunikasi kelompok dalam virtual community. KOMUNIDA: Media Komunikasi dan Dakwah, 10(01), 18-38. https://doi.org/10.35905/komunida.v10i01.1220
O’Leary, K., & Carroll, C. (2013). The online poker sub-culture: Dialogues, interactions and networks. Journal of Gambling Studies, 29(4), 613–630. https://doi.org/10.1007/s10899-012-9326-9
Ostrom, E. (1990). Governing the commons: The evolution of institutions for collective action. In Political economy of institutions and decisions. Cambridge University Press.
Prayugo, D. W. (2018). Pengaruh komunitas virtual terhadap minat beli online pada grup Facebook Bubuhan Samarinda. EJournal Ilmu Komunikasi, 6(1). http://ejournal.ilkom.fisip-unmul.ac.id/site/?p=3291
Putra, S. M., & Hartono, D. S. (2024). Hubungan kontrol diri dan perilaku agresif verbal pada remaja saat bermain games online. Jurnal Psikologi, 1(2), 10. https://doi.org/10.47134/pjp.v1i2.2257
Rahma, H. A., & Fajar, Y. (2022). The construction of social identity through digital games Mobile Legends Bang Bang. E-Structural (English Studies on Translation, Culture, Literature, and Linguistics), 5(1), 34–47. http://publikasi.dinus.ac.id/index.php/estructural
Ramdhani, Y., & Ufran. (2024). Teknik pencegahan kejahatan cyberbullying dalam game online berbasis multiplayer online battle arena (MOBA). Iuris Notitia: Jurnal Ilmu Hukum, 2(1), 01–08. https://ojs.ninetyjournal.com/index.php/IURIS/article/view/123
Satura, A., & Rifayani, H. (2024). Pengaruh kecanduan game online terhadap keterampilan sosial individu: Analisis dampak dan implikasi. Observasi: Jurnal Publikasi Ilmu Psikologi, 2(1), 219–233. https://doi.org/10.61132/observasi.v2i1.224
Taylor, S., E., P., Letitia Anne, & Sears, D. O. (2009). Psikologisosial (12th ed.). Kencana Prenada Media Group.
Witherspoon, D. P., White, R. M. B., Bámaca, M. Y., Browning, C. R., Leech, T. G. J., Leventhal, T., Matthews, S. A., Pinchak, N., Roy, A. L., Sugie, N., & Winkler, E. N. (2023). Place-based developmental research: Conceptual and methodological advances in studying youth development in context. Monographs of the Society for Research in Child Development, 88(3), 7–130. https://doi.org/https://doi.org/10.1111/mono.12472
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Anita Kristina, Dzakiy Achsan
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.