Perilaku Konsumtif Subkultur Pemuda Pada Game Grand Theft Auto Roleplay “Executive Roleplay”

The consumerist behavior among young people, solely aimed at fulfilling desires, is increasingly prevalent, from streaming to playing online games. In the game GTA V Roleplay, there is a donation or sales system involving virtual items designed to enhance the role-playing experience and the sense of reality in the game. Many players spend millions of rupiahs to purchase these virtual items purely for entertainment or to boost their status within the game. This undoubtedly impacts the consumerist influence exerted by these GTA V Roleplay players in pursuit of their satisfaction while playing the game. To comprehend and analyze the phenomenon of teenage consumptive behavior in the game GTA V "Executive Roleplay," this study employs a descriptive-qualitative method based on Jean Baudrillard's theory of consumer society. Data collection involves interviews and focus group discussions with 8 informants, including 7 players and 1 server admin handling virtual item transactions. Data analysis in this study utilizes Miles and Huberman's approach. Teenagers derive satisfaction and excitement from playing the game and obtaining desired vehicles or items. In the online game GTA V Roleplay, consumerist behavior is evident. Such behavior persists due to the persuasive communication among players and the identity formation among teenagers through game participation, reflecting the happiness and satisfaction derived from these activities.

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Publication Details

Journal
WACANA Jurnal Ilmiah Ilmu Komunikasi
Published
2024-12-27
DOI
https://doi.org/10.32509/wacana.v23i2.3708
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Perilaku Konsumtif Subkultur Pemuda Pada Game Grand Theft Auto Roleplay “Executive Roleplay”

Astra Shada Hidayat, Jayanti Hemakumari Agnes Silvia, J. A. Wempi
WACANA Jurnal Ilmiah Ilmu Komunikasi
Educational Methods and Media Use
article

Perilaku Konsumtif Subkultur Pemuda Pada Game Grand Theft Auto Roleplay “Executive Roleplay”

Astra Shada Hidayat, Jayanti Hemakumari Agnes Silvia, J. A. Wempi
article en

Abstract

The consumerist behavior among young people, solely aimed at fulfilling desires, is increasingly prevalent, from streaming to playing online games. In the game GTA V Roleplay, there is a donation or sales system involving virtual items designed to enhance the role-playing experience and the sense of reality in the game. Many players spend millions of rupiahs to purchase these virtual items purely for entertainment or to boost their status within the game. This undoubtedly impacts the consumerist influence exerted by these GTA V Roleplay players in pursuit of their satisfaction while playing the game. To comprehend and analyze the phenomenon of teenage consumptive behavior in the game GTA V "Executive Roleplay," this study employs a descriptive-qualitative method based on Jean Baudrillard's theory of consumer society. Data collection involves interviews and focus group discussions with 8 informants, including 7 players and 1 server admin handling virtual item transactions. Data analysis in this study utilizes Miles and Huberman's approach. Teenagers derive satisfaction and excitement from playing the game and obtaining desired vehicles or items. In the online game GTA V Roleplay, consumerist behavior is evident. Such behavior persists due to the persuasive communication among players and the identity formation among teenagers through game participation, reflecting the happiness and satisfaction derived from these activities.

WACANA Jurnal Ilmiah Ilmu Komunikasi
Openalex Percentile: Top 60%
Educational Methods and Media Use
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