ZAELANI RAMADON, . (2026) PERILAKU MENYIMPANG PEMAIN GIM DARING (STUDI KASUS: 5 PEMAIN GENSHIN IMPACT). Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Perkembangan gim daring dalam budaya digital menjadikan aktivitas bermain tidak lagi sekadar hiburan, melainkan juga ruang sosial yang membentuk pola interaksi dan perilaku pemain. Genshin Impact sebagai salah satu gim daring populer menghadirkan berbagai mekanisme seperti sistem gacha, misi harian, dan event terbatas waktu yang mendorong keterlibatan pemain secara berkelanjutan. Intensitas bermain yang tinggi, ditambah dengan sistem permainan yang bersifat mengikat serta interaksi yang intens dalam komunitas gim daring, berpotensi mendorong munculnya perilaku menyimpang. Oleh karena itu, penelitian ini bertujuan untuk mengkaji perilaku menyimpang pemain Genshin Impact dan peran komunitas gim daring dalam pembentukannya. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus. Penelitian melibatkan lima pemain aktif Genshin Impact yang tergabung dalam komunitas Genshin Impact Indonesia Official. Informan dipilih menggunakan teknik purposive sampling. Pengumpulan data dilakukan melalui observasi, wawancara mendalam, studi pustaka, dan dokumentasi. Data yang diperoleh kemudian dianalisis menggunakan model analisis interaktif Miles dan Huberman yang meliputi tahap reduksi data, penyajian data, serta penarikan kesimpulan. Teori asosiasi diferensial digunakan sebagai kerangka analisis untuk memahami proses pembelajaran sosial dalam terbentuknya perilaku menyimpang. Hasil penelitian menunjukkan bahwa keterlibatan intens dalam gim Genshin Impact memunculkan berbagai bentuk perilaku menyimpang, seperti menunda kewajiban akademik dan pekerjaan, meningkatnya pengeluaran finansial, serta munculnya tekanan sosial dalam komunitas gim daring. Selain itu, komunitas gim daring berperan sebagai ruang pembelajaran sosial yang secara tidak langsung menormalisasi perilaku tersebut melalui interaksi yang intens, praktik pembandingan sosial, serta pembenaran kolektif di antara sesama pemain. Dalam perspektif teori asosiasi diferensial, perilaku menyimpang tidak muncul secara tiba-tiba, melainkan dipelajari dan diperkuat melalui proses komunikasi dan hubungan sosial yang berlangsung secara berulang dalam komunitas pemain. ***** The development of online games within digital culture has transformed gaming activities from merely a form of entertainment into a social space that shapes players’ patterns of interaction and behavior. As one of the most popular online games, Genshin Impact features various mechanisms such as a gacha system, daily missions, and time-limited events that encourage continuous player engagement. High gaming intensity, combined with binding game systems and intensive interactions within online gaming communities, has the potential to encourage the emergence of deviant behavior. Therefore, this study aims to examine deviant behavior among Genshin Impact players and the role of online gaming communities in its formation. This study employs a qualitative approach using a case study method. The research involves five active Genshin Impact players who are members of the Genshin Impact Indonesia Official community. Informants were selected using purposive sampling. Data were collected through observation, in-depth interviews, literature review, and documentation. The collected data were then analyzed using Miles and Huberman’s interactive analysis model, which consists of data reduction, data display, and conclusion drawing. Differential association theory was used as the analytical framework to understand the process of social learning in the formation of deviant behavior. The findings indicate that intensive involvement in Genshin Impact gives rise to various forms of deviant behavior, such as postponing academic and work responsibilities, increased financial expenditure, and the emergence of social pressure within online gaming communities. Furthermore, online gaming communities function as spaces of social learning that indirectly normalize such behaviors through intensive interactions, practices of social comparison, and collective justifications among players. From the perspective of differential association theory, deviant behavior does not emerge suddenly; rather, it is learned and reinforced through repeated processes of communication and social relationships within player communities.
| Item Type: | Thesis (Sarjana) |
|---|---|
| Additional Information: | 1). Dr. Yuanita Aprilandini Siregar, S.Sos., M.Si.; 2). Atik Kurniawati, M.Si. |
| Subjects: | Ilmu Sosial > Ilmu Sosial (Umum) Ilmu Sosial > Sosiologi |
| Divisions: | FIS > S1 Sosiologi |
| Depositing User: | Zaelani Ramadon . |
| Date Deposited: | 28 Jan 2026 06:27 |
| Last Modified: | 28 Jan 2026 06:27 |
| URI: | http://repository.unj.ac.id/id/eprint/64277 |
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