FITRI, KARINA DWI (2025) KOMENTAR DAN EMOSI PARA GAMERS TENTANG GAME VALORANT YANG DIPERBINCANGKAN DI SERVER DISCORD TOMB HUNTER. S1 thesis, Universitas Mercu Buana-Menteng.
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Abstract
Penelitian ini berjudul Komentar dan Emosi Para Gamers Tentang Game Valorant yang Di Perbincangkan di Server Discord Tomb Hunter. Tujuan penelitian ini adalah untuk menganalisis dinamika diskusi di komunitas Tomb Hunter pada platform Discord mengenai game Valorant, dengan fokus pada tema diskusi, distribusi emosi, interaksi, dan makna yang dibangun. Rumusan masalah yang diangkat adalah bagaimana para anggota komunitas berdiskusi, mengekspresikan emosi, dan berinteraksi satu sama lain. Metode penelitian yang digunakan adalah Netnografi dengan analisis isi kualitatif. Data dianalisis menggunakan perangkat lunak Orange untuk visualisasi distribusi emosi dan Word Cloud, serta Gephi untuk pemetaan interaksi komunikasi. Hasil penelitian menunjukkan bahwa diskusi terbagi menjadi dua tema utama, yaitu pengalaman kompetitif terkait mode permainan ranked, dan kegiatan sosial berupa ajakan bermain bersama. Emosi positif, seperti kebahagiaan dan antusiasme, mendominasi, terutama terkait pencapaian dalam permainan dan pembaruan fitur. Namun, emosi negatif seperti frustrasi dan kemarahan juga muncul, terkait masalah teknis dan tantangan dalam permainan. Interaksi menunjukkan adanya akun-akun sentral yang memfasilitasi diskusi, serta pembentukan cluster berdasarkan tema seperti strategi bermain dan masalah teknis. Penelitian ini memberikan wawasan mengenai dinamika komunikasi dalam komunitas digital, khususnya di kalangan pemain Valorant. This research is titled Comments and Emotions of Gamers About the Game Valorant Discussed in the Tomb Hunter Discord Server. The purpose of this study is to analyze the dynamics of discussions in the Tomb Hunter community on the Discord platform regarding the game Valorant, with a focus on discussion themes, emotional distribution, interactions, and the meanings constructed. The research problem addressed is how community members discuss, express emotions, and interact with one another. The research method used is Netnography with qualitative content analysis. The data is analyzed using the software Orange for visualizing emotional distribution and Word Cloud, and Gephi for mapping communication interactions. The findings show that discussions are divided into two main themes: competitive experiences related to the ranked game mode and social activities such as invitations to play together. Positive emotions, such as happiness and enthusiasm, dominate, particularly in relation to achievements in the game and new feature updates. However, negative emotions like frustration and anger also arise, especially related to technical issues and in-game challenges. Interactions reveal the presence of central accounts that facilitate discussions, as well as the formation of clusters based on themes such as gameplay strategies and technical problems. This research provides insights into communication dynamics within digital communities, particularly among Valorant players.
Item Type: | Thesis (S1) |
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NIM/NIDN Creators: | 44220110023 |
Uncontrolled Keywords: | Discord, Tomb Hunter, Valorant, Netnografi, analisis isi, emosi, interaksi, komunitas digital. Discord, Tomb Hunter, Valorant, Netnography, content analysis, emotions, interactions, digital community. |
Subjects: | 600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 659 Advertising and Public Relations/Periklanan, Reklame, Pariwara, Iklan, Sponsor, Humas, Hubungan Masyarakat > 659.2 Public Relations/Hubungan Masyarakat |
Divisions: | Fakultas Ilmu Komunikasi > Hubungan Masyarakat |
Depositing User: | FHADHILAH SHAFA ARISTA |
Date Deposited: | 07 Mar 2025 02:59 |
Last Modified: | 07 Mar 2025 02:59 |
URI: | http://repository.mercubuana.ac.id/id/eprint/94694 |
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