ANALISIS FENOMENA KONTEN E-SPORT SEBAGAI SUATU BUDAYA POPULER

ULFAH AYU FAUZIAH, . (2024) ANALISIS FENOMENA KONTEN E-SPORT SEBAGAI SUATU BUDAYA POPULER. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini secara daris besar memiliki tujuan untuk mendeskripsikan fenomena budaya popular dikalangan masyarat khususnya pada fenomena e-sport saat ini. Penelitian ini menggunakan pendekatan kualitatif dengan metode analisis deskriptif. Data penelitian yang diperoleh dalam penelitian ini menggunakan data primer melalui analisis fenomena, pengamatan aktivitas sosial melalui media sosial dan teknologi yang tersebar dimasyarakat dan mendeskripsikan dan data sekunder melalui observasi dan wawancara narasumber pelaku e-sport. Subjek penelitian ini adalah masyarakat luas yang mengikuti kegiatan e-sport seperti pemain dan penggemar. Hasil penelitian ini menjelaskan bahwa perkembangan e-sport di Indonesia menjadi fenomena sosial karena perkembangannya dipengaruhi dan diikuti oleh masyarakat. Peran media dan teknologi dalam perkembangan e-sport, dan pengaruh e-sport terhadap gaya hidup dan interaksi sosial. Seiring dengan berkembangnya teknologi dan konektivitas internet di Indonesia, e-sport telah menjadi salah satu fenomena budaya populer yang signifikan, meraih perhatian baik dari media maupun masyarakat umum. ***** This research generally has the aim of describing popular cultural phenomena among the public, especially the current e-sports phenomenon. This research uses a qualitative approach with descriptive analysis methods. The research data obtained in this study uses primary data through phenomenon analysis, observing social activities through social media and technology spread in society and describing and secondary data through observations and interviews with e-sports players. The subjects of this research are the wider community who participate in e-sports activities, such as players and fans. The results of this research explain that the development of e-sports in Indonesia has become a social phenomenon because its development is influenced and followed by society. The role of media and technology in the development of e- sports, and the influence of e-sports on lifestyle and social interaction. Along with the development of technology and internet connectivity in Indonesia, e-sports has become a significant popular culture phenomenon, gaining attention from both the media and the general public.

Item Type: Thesis (Sarjana)
Additional Information: 1). Achmad Siswanto, M. Si. ; 2). Prima Yustitia Nurul Islami, S.KPm, M. Si
Subjects: Ilmu Sosial > Ilmu Sosial (Umum)
Ilmu Sosial > Sosiologi
Divisions: FIS > S1 Pendidikan Sosiologi
Depositing User: Users 23797 not found.
Date Deposited: 29 Jul 2024 04:19
Last Modified: 29 Jul 2024 04:19
URI: http://repository.unj.ac.id/id/eprint/47089

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