Aulia, Thasya and Franciscus Apriwan, M.A. (2022) Main-Main Dapat Untung: Studi Komunitas Roleplayer Pada Platform Line. Sarjana thesis, Universitas Brawijaya.
Abstract
Sama seperti manusia pada umumnya, manusia dalam dunia roleplay juga merupakan makhluk sosial. Melalui avatar yang digunakan, mereka kerap berinteraksi, berkoloni, sampai akhirnya membentuk komunitas di dalamnya. Aktivitas dan kehidupan roleplayer dapat ditemukan di berbagai platform media sosial, namun kehidupan roleplayer pada media sosial LINE cukup menarik perhatian. Meskipun LINE kurang populer dibanding platform media sosial lainnya, kebijakan platform yang lebih privat ini membuat kehidupan roleplayer yang ada didalamnya hanya dapat ditemukan oleh sesamanya, hal tersebut memberikan rasa aman untuk bebas berekspresi. Akhirnya aktivitas dan kehidupan yang terbentuk lebih kompleks dibanding platform lainnya. Fitur-fitur yang ditawarkan oleh LINE juga kerap membantu aktivitas para roleplayer serta komunitas yang dibentuk. Penelitian ini dilakukan dengan menggunakan beberapa konsep diantaranya: Antara Dunia Nyata dan Dunia Virtual (Nardi, 2010), Avatar Sebagai Persona Imajiner (Castranova, 2003), Komunitas Virtual (Rheingold, 2000), Hubungan Resiprositas (Hudayana, 1991), dan Eskapisme Dari Dunia Nyata (Baskaran, 2017). Penelitian ini juga merupakan penelitian kualitatif melalui pendekatan Etnografi Virtual yang dikenalkan oleh Tom Boellstorff. Melalui Komunitas Black Eye pada roleplayer di platform LINE akhirnya dapat terlihat bahwa bermain roleplay ternyata tak hanya sekedar dilakukan untuk bermain-main, namun para roleplayer dapat memperoleh berbagai keuntungan dari aktivitas yang mereka jalankan dan menjadi pelengkap bagi kehidupan nyata mereka.
English Abstract
Just like humans in general, humans in the world of roleplay are also social creatures. Through the employed avatars, they frequently interact, colonize, and subsequently form a community there. The activities and life of roleplayers can be found on various social media platforms, however the life of roleplayers on LINE social media are particularly interesting. Even though LINE is less popular than other social media platforms, the platform policy that is more private makes the life of roleplayers there only discoverable to the fellow roleplayers, giving them a sense of security for their freedom of expression. Ultimately, the activities and lives that are formed are more complex compared to other platforms. The features offered by LINE also frequently aid roleplayers’ activities and the communities formed. This research was conducted using several concepts including: Between the Real World and the Virtual World (Nardi, 2010), Avatar as an Imaginary Persona (Castranova, 2003), Virtual Community (Rheingold, 2000), The Relationship of Reciprocity (Hudayana, 1991), and Escapism from the Real World (Baskaran, 2017). This research is a qualitative research through the Virtual Ethnography approach introduced by Tom Boellstorff. Through the Black Eye Community on roleplayers on the LINE platform, it can finally be seen that roleplaying is not just done to merely play around, but roleplayers may gain different benefits from the activities they do and become complementary to their real lives.
Item Type: | Thesis (Sarjana) |
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Identification Number: | 0522120200 |
Uncontrolled Keywords: | roleplayer, avatar, komunitas virtual, resiprositas, eskapisme,roleplayer, avatar, virtual community, reciprocity, escapism |
Subjects: | 300 Social sciences > 301 Sociology and anthropology |
Divisions: | Fakultas Ilmu Budaya > Antropologi Budaya |
Depositing User: | soegeng sugeng |
Date Deposited: | 03 May 2023 03:23 |
Last Modified: | 03 May 2023 03:23 |
URI: | http://repository.ub.ac.id/id/eprint/198490 |
Text (DALAM MASA EMBARGO)
Thasya Aulia.pdf Restricted to Registered users only until 31 December 2024. Download (5MB) |
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