INTERAKTIVITAS BUDAYA DAN PERAN ANGGOTA PADA KOMUNITAS PENGGEMAR DIGIMON (STUDI NETNOGRAFI PADA GRUP FACEBOOK DIGI-IN)

CHRISTANTO, HARRIS (2022) INTERAKTIVITAS BUDAYA DAN PERAN ANGGOTA PADA KOMUNITAS PENGGEMAR DIGIMON (STUDI NETNOGRAFI PADA GRUP FACEBOOK DIGI-IN). S2 thesis, Universitas Mercu Buana Jakarta - Menteng.

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Abstract

Digi-In merupakan komunitas penggemar Digimon dengan jumlah anggota dan interaktivitas terbesar di Indonesia yang menggunakan grup Facebook sebagai wadah komunikasi antaranggota. Tujuan penelitian untuk menganalisis interaktivitas budaya dan peran anggota fandom dalam grup Facebook Digi-In sehubungan dengan animasi Digimon Adventure 2020. Teori yang digunakan adalah Sense of Community Theory dan Groundswell. Penelitian ini didasarkan pada paradigma konstruktivis dengan pendekatan kualitatif deskriptif dan menggunakan metode netnografi. Teknik pengumpulan data melalui observasi partisipan dan wawancara, sementara teknik analisis data dengan netnografi Kozinets. Hasil penelitian menunjukkan bahwa eksistensi sebagai penggemar Digimon dan ikatan keanggotaan dalam komunitas Digi-In yang membentuk interaktivitas budaya. Antaranggota saling berbagi dan memperoleh informasi terbaru, yang selanjutnya mendorong jual-beli benda koleksi Digimon dan mengasah keterampilan di bidang fotografi dan videografi. Peneliti memberikan saran agar akademisi dapat mengkaji interaktivitas budaya fandom animasi lain, komunitas Digi-In dapat mempertahankan keterbukaan komunikasi antaranggota, industri dapat bekerja sama dengan komunitas untuk meningkatkan customer engagement, serta animator dapat menyesuaikan karya dengan selera pasar. Kata Kunci: Digimon Adventure 2020, grup Facebook Digi-In, interaktivitas budaya, netnografi, peran anggota. Digi-In is a Digimon fans community with the largest number of members and interactivity in Indonesia that uses Facebook groups as a forum for communications. The research objectives are to analyse cultural interactivity and fandom member roles in the Digi-In Facebook group relating to the Digimon Adventure 2020 animation. This study adopts the Sense of Community Theory and the Groundswell Concept. While referring to the constructivist paradigm with a descriptive qualitative approach and the netnography method. The data collection technique used are participant observation and interviews, while the data analysis technique uses the Kozinets’ netnography method. The results show that the existence of Digimon fans and the membership bond within the Digi-In community creates cultural interactivity. Members share and get the latest information, which in turn, encourage the acts of buying and selling Digimon collectables and develop the skills of photography and videography of the members. The researcher suggests further academic studies of the cultural interactivity of other animation fandoms. As the Digi-In community could maintain open communication between members, the industry could also work with the community to increase customer engagement, and animators could adjust their works with market appetite. Keywords: cultural interactivity, Digi-In Facebook group, Digimon Adventure 2020, member roles, netnography.

Item Type: Thesis (S2)
NIM/NIDN Creators: 55220110015
Uncontrolled Keywords: Digimon Adventure 2020, grup Facebook Digi-In, interaktivitas budaya, netnografi, peran anggota. cultural interactivity, Digi-In Facebook group, Digimon Adventure 2020, member roles, netnography.
Subjects: 300 Social Science/Ilmu-ilmu Sosial > 300. Social Science/Ilmu-ilmu Sosial > 302 Social Interaction, Interpersonal Relations/Interaksi Sosial, Hubungan Antarpersonal > 302.2 Communication/Komunikasi
Divisions: Pascasarjana > Magister Ilmu Komunikasi
Depositing User: Maulana Arif Hidayat
Date Deposited: 28 Jun 2022 02:38
Last Modified: 28 Jun 2022 02:38
URI: http://repository.mercubuana.ac.id/id/eprint/64102

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