Fenomena Game Online Mobile Legends Di Jakarta Barat (Studi Fenomenologi Pada Kalangan Pelajar SMA Yadika2 Tegal Alur)

This research aims to explore the phenomenon of playing Mobile Legends among students, focusing on five informants from Yadika 2 High School students in Tegal Alur, West Jakarta. The researcher delves deeper into the motives, meanings, and experiences students undergo while playing the online game Mobile Legends. The study employs a phenomenological method, with data collection conducted through interviews, observations, and supported by literature reviews. The results of the research on the phenomenon of playing Mobile Legends among students show that there are two types of motives. The causal motives are having fun, making friends, and filling spare time, while the goal-oriented motives are self-motivation to become competitive, aiming to become professional players, and sharpening mental skills. The meanings that arise from the students include learning self-control, learning communication, improving abilities, and engaging in social interactions. The students experiences during gameplay include experiences in communication with other players and participation in competitions.

Authors

Institutions

Publication Details

Journal
JKOMDIS Jurnal Ilmu Komunikasi Dan Media Sosial
Published
2024-10-28
DOI
https://doi.org/10.47233/jkomdis.v4i3.2211
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Fenomena Game Online Mobile Legends Di Jakarta Barat (Studi Fenomenologi Pada Kalangan Pelajar SMA Yadika2 Tegal Alur)

Siti Nursanti, Firman Daniel Ardo, Oky Oxcygentry
JKOMDIS Jurnal Ilmu Komunikasi Dan Media Sosial
Educational Methods and Media Use
article

Fenomena Game Online Mobile Legends Di Jakarta Barat (Studi Fenomenologi Pada Kalangan Pelajar SMA Yadika2 Tegal Alur)

Siti Nursanti, Firman Daniel Ardo, Oky Oxcygentry
article en

Abstract

This research aims to explore the phenomenon of playing Mobile Legends among students, focusing on five informants from Yadika 2 High School students in Tegal Alur, West Jakarta. The researcher delves deeper into the motives, meanings, and experiences students undergo while playing the online game Mobile Legends. The study employs a phenomenological method, with data collection conducted through interviews, observations, and supported by literature reviews. The results of the research on the phenomenon of playing Mobile Legends among students show that there are two types of motives. The causal motives are having fun, making friends, and filling spare time, while the goal-oriented motives are self-motivation to become competitive, aiming to become professional players, and sharpening mental skills. The meanings that arise from the students include learning self-control, learning communication, improving abilities, and engaging in social interactions. The students experiences during gameplay include experiences in communication with other players and participation in competitions.

JKOMDIS Jurnal Ilmu Komunikasi Dan Media SosialVol. 4(3)
University of Singaperbangsa Karawang (ID)
Openalex Percentile: Top 64%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Fenomena Game Online Mobile Legends Di Jakarta Barat (Studi Fenomenologi Pada Kalangan Pelajar SMA Yadika2 Tegal Alur) — Siti Nursanti, Firman Daniel Ardo, et al. · JKOMDIS Jurnal Ilmu Komunikasi Dan Media Sosial (2024) | TGRS Research Map | TGRS