Konsep Diri Pemain Game dengan Genre Kekerasan Studi Kasus Pemain GTA V

Khabbani, Farrel Aura and , Sidiq Setyawan, M.I.Kom (2023) Konsep Diri Pemain Game dengan Genre Kekerasan Studi Kasus Pemain GTA V. Skripsi thesis, Universitas Muhammadiyah Surakarta.

[img] PDF (NASKAH PUBLIKASI)
Naskah Publikasi.pdf

Download (489kB)
[img] PDF (Surat Pernyataan Publikasi)
surat pub_2.pdf
Restricted to Repository staff only

Download (112kB) | Request a copy

Abstract

This research aims to discover the self-concept of Grand Theft Auto V (GTA V) players, focusing on players of violent video games. The research understands how self-concepts are formed through interactions with violent content in games, providing insights into players' responses and adjustments to such content. The research also recognizes the potential for changes in behavior and identity due to repeated exposure to violence in games, especially in players who tend to mimic the behavior of game characters. The theory used in the study is George Herbert Mead's self-concept which explains through the concepts of “I” and “Me” to describe the development of the player's self-concept in Grand Theft Auto V. The method used in this research is qualitative with a phenomenological approach. This approach focuses on understanding individual life experiences and the meaning of an idea or event. The research will be conducted on active members of the Roleplay community on the GTA V Republic Indonesia server. Subjects were selected through purposive sampling technique with predetermined criteria. Data were collected through participant observation and in-depth interviews. Data analysis is conducted in four stages, including phenomenon description, theme organization, subject motivation analysis, and conclusion. To ensure the reliability of the data, the research will use triangulation by comparing the observation results with the interviewees' responses. The results of this study show that violent games such as GTA V have a great influence on the player's self-concept. Game features such as the vast map and Roleplay mode influence how players develop the concept of “I”, allowing freedom and exploration in the game. Motivations for playing include exploration of the virtual world, fulfilling needs, and feeling experiences that are impossible to pursue in real life. The relevance of this study to previous research shows the importance of self-concept in video games, whether considering the impact of violence or social interaction. There are differences in the focus of the research, where this study highlights how the concepts of “I” and “Me” relate to subjective and objective viewpoints in play. This research also shows that players can experience positive or negative influences from the game, depending on how they interact with the violent elements in the game.

Item Type: Thesis (Skripsi)
Uncontrolled Keywords: Konsep Diri, GTA V, Game, Kekerasan, Roleplay
Subjects: H Social Sciences > H Social Sciences (General)
H Social Sciences > HE Communications
Divisions: Fakultas Ilmu Komunikasi dan Informatika > Ilmu Komunikasi
Depositing User: FARREL AURA KHABBANI
Date Deposited: 09 Oct 2023 03:52
Last Modified: 09 Oct 2023 03:52
URI: http://eprints.ums.ac.id/id/eprint/117334

Actions (login required)

View Item View Item