TREN ESPORTS DI KALANGAN MAHASISWA STUDI PADA KOMUNITAS UNJ E-SPORT CLUB

NURFAUZY WIDODO, . (2022) TREN ESPORTS DI KALANGAN MAHASISWA STUDI PADA KOMUNITAS UNJ E-SPORT CLUB. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mendeskripsikan gambaran tentang Tren Esports di kalangan mahasiswa studi pada komunitas UNJ E-Sport Club. Metode penelitian yang digunakan adalah deskriptif, dengan teknik pengumpulan data melalui angket (kuesioner) tertutup, observasi, wawancara, dokumentasi dan studi pustaka. Subjek penelitian ini adalah mahasiswa komunitas UNJ E-Sport Club di Universitas Negeri Jakarta. Hasil penelitian ini menunjukan tiga dimensi, (1) Penyebab tren Esports di kalangan mahasiswa terdiri dari faktor dominan: minat,bakat, ingin menjadi atlet Esports, maraknya turnamen Esports, adanya komunitas Esports dan faktor pendukungnya: mencari penghasilan tambahan, meningkatkan jaringan pertemanan dan/ menjadi popular, dukungan pihak keluarga, sarana dan prasarana yang mendukung. (2) pola interaksi antar anggota komunitas terbagi menjadi unsur perasaan komunitas, yaitu seperasaan, sepenanggungan, dan saling memerlukan. (3) aktualisasi diri para anggota komunitas terbagi menjadi empat sisi, yaitu sisi komunitas, akademik, sumber pendapatan dan menjadi atlet Esports profesioanal. Komunitas ini sudah bisa menjadi wadah yang baik untuk menyalurkan minat dan kemampuan para anggotanya. Meskipun masih banyak perlu pembenahan di berbagai sisi. Kata Kunci: Tren, Komunitas, Esports, Mahasiswa This study aims to describe the description of Esports Trends among study students in the UNJ E-Sport Club community. The research method used is descriptive, with data collection techniques through closed questionnaires, observations, interviews, documentation and literature studies. The subjects of this study were students of the UNJ E-Sport Club community at the State University of Jakarta. The results of this study show three dimensions, (1) The causes of the esports trend among students consist of dominant factors: interest, talent, wanting to become an esports athlete, the rise of esports tournaments, the existence of the esports community and its supporting factors: seeking additional income, increasing friendship networks and/or become popular, support from the family, supporting facilities and infrastructure. (2) the pattern of interaction between community members is divided into elements of community feeling, namely feeling, sharing, and needing each other. (3) the self-actualization of community members is divided into four sides, namely the community side, academic side, source of income and becoming a professional esports athlete. This community has become a good place to channel the interests and abilities of its members. Although there are still many things that need improvement in various aspects.

Item Type: Thesis (Sarjana)
Additional Information: 1) Martini, S.H., M.H 2) Sujarwo, M.Pd
Subjects: Ilmu Sosial > Ilmu Sosial (Umum)
Ilmu Sosial > Sosiologi
Ilmu Sosial > Komunitas Sosial, Ras dan Kelompok
Olah Raga dan Seni Pertunjukan > Pendidikan Olah Raga
Divisions: FIS > S1 Pendidikan IPS
Depositing User: Users 13350 not found.
Date Deposited: 24 Feb 2022 06:33
Last Modified: 24 Feb 2022 06:33
URI: http://repository.unj.ac.id/id/eprint/22603

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