Virtual Communication Patterns of Mobile Legends Gamers' Journalism in Youth Sarcasm Actions in Kisaran City, Asahan Regency

Authors

  • Gadis Riani Iskandar Batubara UIN Sumatera Utara
  • M. Yoserizal Saragih UIN SU

DOI:

https://doi.org/10.37826/spektrum.v12i2.710

Keywords:

Gamers, Mobile Legends, Communication Patterns

Abstract

Game journalism is a field of journalism that focuses on the gaming industry and gaming culture. Online gaming journalism is the process of reporting and making news about the online gaming industry and esports content. Mobile Legend is one of the MOBA games available for mobile play. Ten players in two teams typically play these games, following a five-versus-five format. In Mobile Legends, users have the ability to communicate through the virtual world. The process of virtual communication involves conveying messages to others within the virtual environment. This study aims to determine how the virtual communication patterns used by mobile gamers influence the sarcasm of the Asahan district's remains. The results of this study show that mobile Legends gamers in the district are more likely to use the voice chat and manual chat features as a virtual communication tool to convey the circus words or sentences that players use in mobile Legends online games. Then, gamers employ circular communication patterns, which involve a message delivery process that allows both communicators to exchange functions. As is the case with a player who starts commenting on a bad game from another player, that comment is given feedback against the commentator and can be replied to by the team member to give another feedback. This study employs qualitative research methods such as library study, observation and interview techniques, virtual ethnography methods, and documentation as an additional method.

References

Bungin , Burhan. 2003. Research Data Analysis Qualitative “ Understanding Philosophical and Methodological Towards Mastery of Application Models ”. Jakarta : Raja Grafindo homeland

Fajeri , SMYI, & Saragih , MY (2023). THE INFLUENCE OF MOBILE LEGENDS ONLINE GAME JOURNALISTICS ON THE ACADEMIC ACHIEVEMENT OF STUDENTS OF SMA NEGERI 1 GUNUNG MERIAH ACEH SINGKIL Keywords: Journalism, Game Legends, Academic School Students of . 4 (2), 1097–1105.

Febriyana Ananda, B., Abidin Achmad, Z., Syarifah Alamiyah , S., Adi Wibowo, A., & Ahmad Fauzan , L. (2022). Variation Virtual Communication in Groups Mobile Legends Game Player . Journal Knowledge Communications , 12 (1), 2723–2557.

Knowledge Bhayangkara University Communications , Greater Jakarta, F. (2023). " Reach Superiority Field Knowledge Social and Political GROUP COMMUNICATION STRATEGIES BETWEEN ONLINE GAME PLAYERS PLAYER UNKNOWN'S BATTLEGROUND IN TOP GROUPS Rachmawati 1. Proceedings National Social Conference Politics (KONASPOL) , 1 .

Man, IF, & Merentek , EA (2021). Use of the word sarcasm in communicate among people student . Acta Diurna Communications , 3 (4), 1–8.

Putra, FF, Rozak, A., Perdana, GV, & Maesharoh , I. (2019). The Impact of Online Games on Change Behavior Social Telkom University student . Journal Politics Indonesiana , 4 (2), 98–103. https://doi.org/10.35706/jpi.v4i2.3236

Putra, RW (2022). Analysis Sociocultural in Transformation Online Game Culture Sociocultural Analysis Online Game Culture Transformation . https://jurnaldrpm.budiluhur.ac.id/index.php/Kresna/

Putri, DN, & Mardyah , SA (2019). Use of Harsh Words in Online Game Players : A Picture of Their Self-Construal . Psychology Journal of Mental Health , 1 (1), 1–14.

Ricky Widyananda Putra, Utara, P., & Selatan, J. (2023). Communication Patterns Through the Virtual Features in the Mobile Legends Game Ricky Widyananda Putra. In JUNE (Vol. 11, Issue 01).

Saragih , MY (2019). MASS MEDIA AND JOURNALISM: Study of the Meaning Between Print Mass Media and Journalism . Journal Community Empowerment , 6 (1), 12. https://doi.org/10.37064/jpm.v6i1.4988

Cynthia Permata. (2013). LONG DISTANCE COMMUNICATION PATTERNS BETWEEN PARENTS AND CHILDREN (STUDY ON FISIP STUDENTS BROUGHT 2009 WHO COME FROM OUTSIDE THE REGION) .

Widianingrum , V. (2022). TOXIC TEENAGER BEHAVIOR IN COMMUNICATING IN THE MOBILE LEGENDS GAME .

Vishnu Martha Adiputra. (2023). GAME JOURNALISM AND THE MIXING CHARACTER OF MEDIA CONTENT Case Study of the Lazy Monday, Gamebrott and Playverse . 8 (2), 166–189.

Yourlanda , V., & Ageng , R.C. (2023). Analysis Virtual Communication of Mobile Legend Gamers to Students at SMAN 21 Batam City. Journal of Communicology , 11 (1), 1–15.

Downloads

Published

2024-06-05

How to Cite

Riani Iskandar Batubara, G., & Saragih, M. Y. (2024). Virtual Communication Patterns of Mobile Legends Gamers’ Journalism in Youth Sarcasm Actions in Kisaran City, Asahan Regency. Jurnal Spektrum Komunikasi, 12(2), 157–166. https://doi.org/10.37826/spektrum.v12i2.710