PENERIMAAN KHALAYAK PEREMPUAN TERHADAP GAME ONLINE : Studi Kasus Pada Komunitas Mobile Legends di Kota Bandung

Luzman Akhmad Syakir, - (2019) PENERIMAAN KHALAYAK PEREMPUAN TERHADAP GAME ONLINE : Studi Kasus Pada Komunitas Mobile Legends di Kota Bandung. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini mengkaji penerimaan khalayak perempuan yang bermain Mobile Legends di komunitas CMD Kota Bandung. Peneliti memfokuskan pada sejumlah aspek; mode transparan, mode referensi, mode mediasi, mode diskrusif yang terbagi menjadi analisis dan posisi. Metode yang digunakan adalah kualitatif dengan pendekatan studi kasus. Wawancara mendalam dilakukan terhadap tujuh anggota komunitas. Hasil penelitian menunjukkan lima karakteristik pemain. Pertama, Adanya kehidupan yang sesuai antara kehidupan sehari – hari pemain dan kehidupan di dunia gim. Kedua, lingkungan sekitar sangat mempengaruhi pemain untuk memainkan gim dengan bentuk kekerasan dan seksisme. Ketiga, adanya anggapan konten dari gim dapat mendidik dan tidak mendidik bagi pemain. Keempat, Pemain dapat mengungkapkan motivasinya dalam bermain dengan keterlibatan pemain dalam permainan. Kelima, Pemain dapat menyetujui dan menerima keseluruhan konten pada dirinya. Kata kunci: Penerimaan Khalayak, Pemain Permpuan, Gim kekerasan, seksisme This study examines the audience reception women who play Mobile Legends in the CMD community in Bandung City. The researcher focuses on a number of aspects; transparent mode, reference mode, mediation mode, discrusive mode which is divided into analysis and position. The method used is qualitative with a case study approach. In-depth interviews were conducted with seven community members. The results showed five characteristics of players. First, the existence of a suitable life between the daily life of players and life in the game world. Second, the surrounding environment greatly influences players to play games with forms of violence and sexism. Third, the presumption of content from the game can educate and not educate players. Fourth, players can express their motivation in playing with the involvement of players in the game. Fifth, the Player can approve and accept the entire content on players. Keywords: Audience reception, women gamers, violence game, sexism.

Item Type: Thesis (S1)
Additional Information: No. Panggil : S IKOM LUZ p-2019 ; Pembimbing : I. Cecep Darmawan, II. Tito Edy Priandono ; NIM : 1405000
Uncontrolled Keywords: Penerimaan Khalayak, Pemain Permpuan, Gim kekerasan, seksisme
Subjects: H Social Sciences > H Social Sciences (General)
H Social Sciences > HN Social history and conditions. Social problems. Social reform
H Social Sciences > HQ The family. Marriage. Woman
Divisions: Fakultas Pendidikan Ilmu Pengetahuan Sosial > Ilmu Komunikasi
Depositing User: Luzman Akhmad Syakir
Date Deposited: 15 Jul 2019 03:00
Last Modified: 15 Jul 2019 03:01
URI: http://repository.upi.edu/id/eprint/35916

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