FEBRIANTO, ANDHIKA (2024) RESEPSI KHALAYAK PADA PESAN KOMUNIKASI VERBAL GAMER PADA LIVE STREAMING KONTEN MOBILE LEGEND DI CHANNEL YOUTUBE "OURA GAMING". S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
Oura Gaming is a streamer who does live streaming with Mobile Legend game content. Subscribers from the Oura Gaming YouTube channel can comment on live streaming video content so that there is verbal communication interaction between Oura Gaming who is doing live streaming and subscribers as viewers of the Mobile Legend content being carried out. In this research, the research objective is to determine the audience's reception of gamers' verbal communication messages during live streaming of Mobile Legend content on the Oura Gaming YouTube channel. In this research, there are concepts used, namely Communication Patterns, Verbal Communication, New Media, Youtube, Online Games and Online Game Streaming. And in conducting this research, a special theory was used, namely the Reception theory put forward by Stuart Hall. In this research, the Constructivism research paradigm proposed by Immanuel Kant was used, the research method used was content analysis, the research subjects used were informants who had subscribed to the Oura Gaming YouTube channel for at least 1 year and who had not subscribed to or viewed the Oura Gaming channel at all. This research uses data collection techniques, namely primary data, in-depth interviews, observations and secondary data, which is based on literature that is related to verbal and non-verbal communication messages. This research uses data validity, namely source triangulation and method triangulation. Based on the research findings, it was determined that informants are divided into 3 positions, namely Dominant Hegemony, Negotiation, and Opposition. In the dominant hegemony position, characteristics of informants as active subscribers were identified. Supporting the dominant position, especially those with a strong attachment to the Mobile Legends content of the Oura Gaming account, strengthens the influence of verbal communication from Oura Gaming during live streaming content. On the other hand, informants in the negotiation position have an advantage because they can compare verbal communication between Oura Gaming and the YouTube account featuring Mobile Legends game content, allowing them to form more critical and evaluative opinions on verbal communication during live streaming on YouTube. No opposition position was found in the informants' responses to the Mobile Legends game live streaming content on the Oura Gaming YouTube account. Verbal communication in the Mobile Legends game live streaming content on the Oura Gaming YouTube account appears to be easily understood by the audience, although at times it involves less favorable communication, including gestures of hitting and slamming objects in response to negative comments made by viewers in the comment section. Keywords: Reception, Verbal Communication, Live Streaming, Mobile Legend, YouTube Oura Gaming merupakan seorang streamer yang melakukan live streaming dengan konten game Mobile Legend. Subceriber dari channel Youtube Oura Gaming dapat berkomentar pada video konten live streaming sehingga terdapat interaksi komunikasi secara verbal antara Oura Gaming yang melakukan live streaming dengan subscriber sebagai penonton pada konten Mobile Legend yang di lakukan. Pada penelitian ini terdapat tujuan penelitian yaitu untuk Mengetahui Resepsi Khalayak Pada Pesan Komunikasi Verbal Gamer pada Live Streaming Konten Mobile Legend Di Channel Youtube Oura Gaming. Pada penelitian ini terdapat konsep yang digunakan yaitu Konsep Komunikasi, Komunikasi verbal, New Media, Youtube, Game Online dan Game Online Streaming. Serta dalam melakukan penelitian ini menggunakan teori khusus yaitu teori Resepsi yang dikemukakan oleh Stuart Hall. Pada penelitian ini menggunakan Paradigma penelitian Konstruktivisme, dengan menggunakan metode peneliti analisis resepsi. Subjek penelitian yang digunakan yaitu informan yang telah mensubcribe channel Youtube Oura Gaming minimal selama 1 tahun yang berjumlah 8 orang. Penelitian ini menggunakan data primer wawancara mendalam, observasi dan data sekunder berupa literatur, jurnal, buku, dan artikel yang berkaitan dengan penelitian. Untuk Teknik Keabsahan Data, penelitian ini menggunakan triangulasi sumber. Berdasarkan hasil penelitian, didapatkan hasil bahwa informan terbagi atas 3 (tiga) posisi yaitu Hegemoni Dominan, Negosiasi, dan Oposisi. Pada posisi hegemoni dominan, didapatkan karakter informan yang murupakan subscriber aktif. mendukung posisi dominan, terutama yang memiliki keterikatan kuat terhadap konten Mobile Legend akun tersebut, hal ini memperkuat pengaruh komunikasi verbal dari Oura Gaming saat melakuan konten live streaming. Di sisi lain, informan dengan posisi negosiasi memiliki keunggulan karena mampu membandingkan komunikasi verbal antara Oura Gaming dan akun YouTube konten game Mobile Legend, yang memungkinkan mereka membentuk pendapat lebih kritis dan evaluatif terhadap komunikasi verbal pada saat melakukan konten live streaming di Youtube. Tidak ditemukannya posisi oposisi dalam tanggapan informan terhadap konten live streaming game Mobile Legend di akun Youtube Oura Gaming. Komunikasi verbal dalam Konten live streaming game Mobile Legend pada akun Youtube Oura Gaming terlihat mudah dipahami oleh penonton, meskipun terkadang melibatkan komunikasi yang kurang baik hingga memberikan gesture memukul dan membanting barang saat merespons komentar negatif yang diucapkan oleh penonton pada kolom komentar. Kata Kunci: Resepsi, Komunikasi Verbal, Live Streaming, Mobile Legend, Youtube
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