Perkembangan Komunikasi Pemain dalam Menganalisis Genshin Impact di Industri Games
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Abstract
Now developments in the digital era have become more advanced, especially in the games industry which has become increasingly sophisticated. But looking back at the time when the world was experiencing the Covid 19 pandemic, where almost all industries experienced a crisis in all fields, including the games industry. That's when a game called Genshin Impact appeared which unexpectedly captured the hearts of video game players. But with all the success that has been achieved, there are many complaints that arise. Starting from player input that the developer doesn't listen to, games that experience lots of bugs to data in the game that is leaked to the internet. By using the Phenomenological research method, researchers can dig deeper into information regarding individual points of view, experiences and views regarding the topic being studied. As well as being more subjective in choosing research subjects, so that research can be more in depth with the perception of the object being studied. Through this research, researchers will analyze Genshin Impact player communication using the use and gratification theory.
Sekarang perkembangan zaman di era digital sudah semakin maju, terutama di bidang industri games yang sudah semakin canggih. Tetapi melihat kembali ke belakang pada saat dunia sedang mengalami pandemi Covid-19, yang dimana hampir seluruh industri mengalami krisis di segala bidang termasuk industri games. Di saat itulah muncul sebuah game bernama Genshin Impact yang tidak disangka dapat memikat hati para pemain video games. Tetapi dengan segala kesuksesan yang telah diraih, terdapat banyak keluhan yang bermunculan. Mulai dari masukan player yang tidak di dengar developer, game yang banyak mengalami bug sampai data di dalam game yang bocor ke internet. Dengan menggunakan metode penelitian fenomenologi, peneliti dapat menggali informasi lebih dalam mengenai sudut pandang, pengalaman dan pandangan individu mengenai topik yang diteliti. Serta lebih subjektif dalam memilih subjek penelitian, supaya penelitian dapat lebih masuk pada persepsi obyek yang diteliti. Melalui penelitian ini, peneliti akan menganalisis komunikasi pemain Genshin Impact dengan menggunakan teori penggunaan dan gratifikasi.
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This work is licensed under a Prologia Creative Commons Attribution-ShareAlike 4.0 International License.References
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