PEWUJUDAN DAN PENYERAPAN PEMAIN DALAM VIDEO GAME

Ardian Indro Yuwono, Gabriel Roosmargo Lono Lastoro Simatupang, Aprinus Salam

Abstract


Dalam bermain video game, pemain (gamer) tidak bisa dilepaskan dari terjadinya proses pewujudan (embodiment) dan penyerapan (immersion). Pewujudan adalah proses pemain mewujudkan diri di dalam game melalui beragam ikon, di antaranya avatar dan karakter, sedangkan penyerapan adalah larutnya pemain ke dalam proses bermainnya baik di luar maupun di dalam video game. Proses ini berjalan secara otomatis dan tidak disadari oleh pemain. Intensitas dan lama bermain sangat berpengaruh pada proses pewujudan dan penyerapan, selain juga kondisi sosiokultural pemain. Penelitian ini menggunakan metode etnografi untuk menunjukkan bagaimana pemain berproses dalam bermain video game untuk memenuhi kebutuhan intrinsik mereka yakni kompetensi, otonomi dan keterhubungan melalui pewujudan dan penyerapan.

In playing various video game, gamers unconsciously and automaticly embodied theirself inside the video game. The embodiment process are portrayed through icons, avatars and mostly their in-game characters, while the immersion happens during the process of playing, which can occur inside and outside of the video game. The playing intensity and the amount of time spend in playing video game determine the overall process of embodiment and immersion, beside the player sociocultural condition. This research uses ethnography to identify how gamers play the video game to fulfill their intrinsic needs such as competence, autonomy and relatedness.


Keywords


embodiment, immersion, game, gamer, etnography, pewujudan, penyerapan, game, pemain, etnografi

References


Aarseth, E. 2004. Genre Trouble: Narrativism and the Art of Simulation. Dalam: Wardrip-Fruin, N. & Harrigan, P (eds). First Person: New Media as Story, Performance, and Game. Cambridge, MA: The MIT Press.

Biocca, Frank. 1997. The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments. Journal Computer Mediated Communication, Vol. 3(2), tersedia di: https://doi.org/10.1111/j.1083-6101.1997.tb00070.x

Croteau, D. & Hoynes, W. 2003. Media Society (3rd Ed). California: Pine Forge Press.

Csikszentmihalyi, M. 1988. The Flow Experience and Its Significance in Human Psychology. Dalam Csikszentmihalyi, M. & Csikszentmihalyi, Is (eds). Optimal Experience: Psychological Studies of Flow in Consciousness. New York: Cambridge University Press.

Csikszentmihalyi, M. 1988. The Future of Flow. Dalam Csikszentmihalyi, M. & Csikszentmihalyi, Is (eds). Optimal Experience: Psychological Studies of Flow in Consciousness. New York: Cambridge University Press.

Csikszentmihalyi, M. 1991. Flow: The Psychology of Optimal Experience. New York: Harper Perennial.

Gee, J. P. 2008. Video Games and Embodiment. Games and Culture, Vol. 3(3-4), hal. 253-263

Giddings, S. 2005. Playing with Non-Humans: Digital Games as Technocultural Form. Digital Game Research Conference (DiGRa), Vancouver, Canada, Juni 2005, tersedia di: https://www.researchgate.net/publication/221217520_Playing_with_non-humans_digital_games_as_technocultural_form

Gregersen, A. & Grodal, T. 2009. Video Games and Embodiment. Dalam: Perron, B. & Wolf, M (eds), The Video Game Theory Reader 2. New York: Routledge.

Hall, S. 1980. Encoding/Decoding. Dalam Centre for Contemporary Cultural Studies (ed), Culture, Media, Language: Working Papers in Cultural Studies 1972-79. London: Hutchinson, hal. 128-138

Haraway, D. 1991. Simians, Cyborgs, And Women: The Reinvention of Nature. New York: Routledge.

Hsu, C-L. & Lu, H-P. 2004. Why Do People Play Online Games? An Extended Tam with Social Influences and Flow Experience. Information & Management, Vol. 41, hal. 853-868.

Ihde, D. 2010. Embodied Technics. Automatic Press/VIP.

Jennet, C. 2008. Measuring and Defining the Experience of Immersion in Games. International Journal of Human-Computer Studies, vol. 66(9), hal. 641-661.

Kirkpatrick, G. 2009. Controller, Hand, Screen: Aesthetic Form in the Computer Game. Games and Culture, Vol. 4(2), hal. 127-143

Martin, E. 1992. The End of the Body? American Ethnologist: Journal of the American Ethnological Society, Vol. 19(1), hal. 121-140

Neitzel, B. 2005. Narrativity in Computer Games. Dalam Raessens, J. & Goldstein, J. (eds), Handbook of Computer Game Studies. London: The Mit Press, hal. 227-249.

Rigby, S. & Ryan, R. 2011. Glued to Games: How Video Games Draw Us in and Hold Us Spellbound. Santa Barbara: Praeger.

Saukko, Paula. 2003. Doing Research in Cultural Studies: An Introduction to Classical and New Methodological Approaches. London: Sage Publication

Sherry, J. 2004. Flow and Media Enjoyment. Communication Theory, Vol. 14(4), hal. 328-347.

Spradley, James P. 1997. Metode Etnografi, terj. Misbah Zulfa, E.. Yogyakarta: Tiara Wacana.

Taylor T. L. 2002. Living Digitally: Embodiment in Virtual Worlds. Dalam Ralph Schroeder (ed), The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London, Springer-Verlag, hal. 400–462

Wijaya, B. S. 2013. Korupsi Komunikasi dalam Dimensi Pesan, Media, Konteks, dan Perilaku: Sebuah Proposisi Teoretis untuk Riset. Journal Communication Spectrum, Vol. 3(1), hal. 1-13

Wolf, M. J. P. 2001. Genre and The Video Game. Dalam Wolf, M. Jp (ed), The Medium of the Video Game. Austin: University of Texas, hal. 113-135.


Full Text: PDF

Refbacks

  • There are currently no refbacks.


Indexed and Abstracted by:

http://journal.bakrie.ac.id/public/site/images/admin/googlescholar_logo_120 http://journal.bakrie.ac.id/public/site/images/admin/sinta_01_120 http://journal.bakrie.ac.id/public/site/images/admin/garuda1_120