Hubungan Antara Proximity dalam Sharing Session dengan Frame Of Reference Anggota Komunitas Game Online

Abstract. The large number of online game players in Indonesia has given rise to online game communities, both online through platforms such as discord, twitch, or steam and also offline such as online game seminars. The emergence of online game player communities has led to sharing sessions conducted by community members, they discuss games such as how to play correctly, tips & tricks when playing, the advantages and disadvantages of using characters in a game, and things to do to become better at the game. This study uses a quantitative method with a correlational study approach to determine the relationship between proximity sharing sessions and frames of reference in valorant players in the VALORANT Indonesia Community discord community. The research population was members of the online game community on the VALORANT Indonesia Community discord who played valorant. The sampling technique used the slovin formula to determine how many samples were needed. The results of the study showed that there was a relationship between proximity in sharing sessions and frames of reference in members of the VALORANT Indonesia Community community, with a correlational test result of 0,616. The category of strong, significant, positive, and unidirectional relationships. It can be concluded that the better the proximity sharing session conducted in the VALORANT Indonesia Community, the better the shared frame of reference that is built. Abstrak. Banyaknya pemain game online yang ada di Indonesia, membuat muncul komunitas-komunitas game online baik itu secara online melalui platform seperti discord, twitch, ataupun steam dan juga offline seperti seminar game online. Kemunculan komunitas pemain game online membuat adanya sharing session yang dilakukan oleh anggota komunitas, mereka berdiskusi seputar game seperti bagaimana cara bermain yang benar, tips & trick saat bermain, keunggulan serta kekurangan menggunakan karakter pada sebuah game, dan hal yang harus dilakukan untuk menjadi lebih baik di game tersebut. Penelitian ini menggunakan metode kuantitatif dengan pendekatan studi korelasional untuk mengetahui hubungan antara proximity sharing session dengan frame of reference pada pemain valorant di komunitas discord VALORANT Indonesia Community. Populasi penelitian adalah anggota komunitas game online pada discord VALORANT Indonesia Community yang bermain valorant. Teknik pengambilan sampel menggunakan rumus slovin untuk menentukan berapa banyak sampel yang dibutuhkan. Hasil penelitian menunjukkan bahwa terdapat hubungan antara proximity dalam sharing session dengan frame of reference pada anggota komunitas VALORANT Indonesia Community, dengan hasil uji korelasional sebesar 0,616. Kategori hubungan kuat, signifikan, positif, dan searah. Dapat disimpulkan bahwa semakin baik proximity sharing session yang dilakukan pada komunitas VALORANT Indonesia Community, semakin baik juga frame of reference bersama yang terbangun.

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Publication Details

Journal
Bandung Conference Series Public Relations
Published
2025-08-13
DOI
https://doi.org/10.29313/bcspr.v5i2.21594
Primary Topic
Edcuational Technology Systems
Type
article
Field-Weighted Citation Impact
0.00
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article

Hubungan Antara Proximity dalam Sharing Session dengan Frame Of Reference Anggota Komunitas Game Online

Keitaro Qintharano, Ani Yuningsih
Bandung Conference Series Public Relations
Edcuational Technology Systems
article

Hubungan Antara Proximity dalam Sharing Session dengan Frame Of Reference Anggota Komunitas Game Online

Keitaro Qintharano, Ani Yuningsih
article en

Abstract

Abstract. The large number of online game players in Indonesia has given rise to online game communities, both online through platforms such as discord, twitch, or steam and also offline such as online game seminars. The emergence of online game player communities has led to sharing sessions conducted by community members, they discuss games such as how to play correctly, tips & tricks when playing, the advantages and disadvantages of using characters in a game, and things to do to become better at the game. This study uses a quantitative method with a correlational study approach to determine the relationship between proximity sharing sessions and frames of reference in valorant players in the VALORANT Indonesia Community discord community. The research population was members of the online game community on the VALORANT Indonesia Community discord who played valorant. The sampling technique used the slovin formula to determine how many samples were needed. The results of the study showed that there was a relationship between proximity in sharing sessions and frames of reference in members of the VALORANT Indonesia Community community, with a correlational test result of 0,616. The category of strong, significant, positive, and unidirectional relationships. It can be concluded that the better the proximity sharing session conducted in the VALORANT Indonesia Community, the better the shared frame of reference that is built. Abstrak. Banyaknya pemain game online yang ada di Indonesia, membuat muncul komunitas-komunitas game online baik itu secara online melalui platform seperti discord, twitch, ataupun steam dan juga offline seperti seminar game online. Kemunculan komunitas pemain game online membuat adanya sharing session yang dilakukan oleh anggota komunitas, mereka berdiskusi seputar game seperti bagaimana cara bermain yang benar, tips & trick saat bermain, keunggulan serta kekurangan menggunakan karakter pada sebuah game, dan hal yang harus dilakukan untuk menjadi lebih baik di game tersebut. Penelitian ini menggunakan metode kuantitatif dengan pendekatan studi korelasional untuk mengetahui hubungan antara proximity sharing session dengan frame of reference pada pemain valorant di komunitas discord VALORANT Indonesia Community. Populasi penelitian adalah anggota komunitas game online pada discord VALORANT Indonesia Community yang bermain valorant. Teknik pengambilan sampel menggunakan rumus slovin untuk menentukan berapa banyak sampel yang dibutuhkan. Hasil penelitian menunjukkan bahwa terdapat hubungan antara proximity dalam sharing session dengan frame of reference pada anggota komunitas VALORANT Indonesia Community, dengan hasil uji korelasional sebesar 0,616. Kategori hubungan kuat, signifikan, positif, dan searah. Dapat disimpulkan bahwa semakin baik proximity sharing session yang dilakukan pada komunitas VALORANT Indonesia Community, semakin baik juga frame of reference bersama yang terbangun.

Bandung Conference Series Public RelationsVol. 5(2)
Bandung Islamic University (ID)
Openalex Percentile: Top 89%
Edcuational Technology Systems
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