SALIM, NOVAL SURI (2021) PENGALAMAN KONSTRUKSI IDENTITAS GENDER GAMERS LAKI-LAKI MEMERANKAN KARAKTER VIRTUAL PEREMPUAN DALAM PENGGUNAAN GAME ONLINE AYODANCE ( Studi Fenomenologi Edmund Husserl ). S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
The phenomenon of male gamers who play virtual characters in the use of the online game Ayodance in expressing their gender often experiences rejection and does not escape the environmental stereotypes about this phenomenon. The identity manipulation carried out by male gamers in the game were carried out to adapt to themselves, other players, and the community in the Ayodance online game. The difficulty in communicating the conditions that occur is in fact an attempt to show their existence for male gamers who play female virtual characters in the use of online games, Ayodance, which attracts the attention of many other players. The purpose of this study is to find out the meaning of the experience of negotiating the identity of male gamers who play female virtual characters in the use of online game Ayodance. This study uses a qualitative phenomenological approach with a constructivist paradigm. The data collection technique was carried out by participant observation and supported by primary data obtained through in-depth interviews and documentation in the form of words and a collection of pictures with participants. The results showed that there were 3 categories of experience in expressing gender in the use of Ayodance online games, namely social environment, self-identity and interest. There is a change in social interaction experienced before playing a female virtual character until after playing a female virtual character. There are 3 motives for playing female characters, namely the motive for seeking association, the motive for expressing gender, and the motive for entertainment. The meaning of identity manipulation in expressing gender for male gamers who play female virtual characters in the use of the Ayodance online game, among others, as self-existence so that its existence is recognized, as entertainment that comes from the freedom of dress that is displayed in the Ayodance online game, both using characters that are in accordance with gender or not, as looking for a partner after successfully expressing their gender and showing their existence, as a form of change in sexual orientation either after playing a virtual female character or indeed based on attitudes and traits. Keywords: The Phenomenon of Male Gamers Playing Female Virtual Characters, Identity Manipulation, Experience, Motives, Meaning Fenomena gamers laki-laki yang memerankan karakter virtual dalam penggunaan game online Ayodance dalam mengekspresikan gendernya sering sekali mengalami penolakan dan tidak luput dari stereotip lingkungan sekitar tentang fenomena tersebut. Konstuksi identitas yang dilakukan para gamers laki-laki didalam game tersebut dilakukan untuk beradaptasi terhadap diri sendiri, pemain lain, dan komunitas yang berada didalam game online Ayodance. Kesulitan mengkomunikasikan kondisi yang terjadi nyatanya usaha untuk menunjukkan eksistensi diri bagi gamers laki-laki yang memainkan karakter virtual perempuan dalam penggunaan game online ayodance banyak menyita perhatian pemain yang lain. Tujuan dari penelitian ini adalah untuk mengatahui makna pengalaman konstruksi identitas gamers laki-laki yang memainkan karakter virtual perempuan dalam penggunaan game online ayodance. Penelitian ini menggunakan pendekatan kualitatif fenomenologi dengan paradigma konstruktivis. Teknik pengumpulan data dilakukan dengan observasi partisipan dan didukung oleh data primer yang diperoleh melalui wawancara mendalam dan dokumentasi berupa kata-kata serta kumpulan gambar dengan partisipan. Hasil penelitian menunjukkan adanya 3 kategori pengalaman dalam mengekspresikan gender dalam penggunaan game online Ayodance yaitu lingkungan sosial, identitas diri dan ketertarikan. Adanya perubahan interaksi sosial yang dialami sebelum memerankan karakter virutal perempuan hingga sesudah memerankan karakter virtual perempuan. Ditemukan 3 motif memerankan karakter perempuan yaitu motif mencari pergaulan, motif mengekspresikan gender, dan motif hiburan. Makna konstruksi identitas dalam mengekspresikan gender pada gamers laki-laki yang memerankan karakter virtual perempuan dalam penggunaan game online Ayodance, antara lain sebagai eksistinsi diri agar keberadaannya diakui, sebagia hiburan yang berasal dari kebebasan berbusana yang ditampilkan dalam game online Ayodance baik menggunakan karakter yang sesuai dengan gender ataupun tidak, sebagai mencari pasangan setelah berhasil mengekspresikan gendernya dan menunjukkan eksistensinya, sebagai bentuk perubahan orientasi seksual baik sesudah memerankan karakter virtual perempuan ataupun memang didasari sikap dan sifat. Kata Kunci : Fenomena Gamers Laki-laki Memerankan Karakter Virtual Perempuan, Konstruksi Identitas, Pengalaman, Motif, Makna
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