Gambaran Psikologis Pelaku Roleplay di Telegram

Widyastuti Widyastuti(1*), Salma Nabilah Fitrizqy Daeng Ngiji(2),

(1) Universitas Negeri Makassar
(2) Universitas Negeri Makassar
(*) Corresponding Author




DOI: https://doi.org/10.26858/jtm.v3i1.50204

Abstract


Roleplaying is a role-playing game conducted through social media. In roleplaying, players can freely create the character they want. Character creation is always a process that follows the pattern of the player's role dynamics. The purpose of this study is to find out more about the psychological picture of roleplayers including player backgrounds, role patterns, and the impact of roleplay on players' lives. This research was prepared using a qualitative case study research method and an inductive (data driven) approach with semi-structured interview data collection techniques. The results of the data analysis show that the background of the respondent becoming a roleplayer is family conflict, problems in the friendship environment, economic difficulties, and traumatic experiences. Roleplaying then becomes a forum for respondents in developing self-actualization and realizing the ideal self. Player interaction and behavior patterns are shown through the representation of each character used. In living two different lives, respondents realized various impacts on themselves. The positive impact is that respondents can hone their virtual socializing skills and have a place to tell stories. The negative impact is that it is difficult to distinguish between real and virtual life. In addition, the lack of self-control in playing makes it difficult for respondents to focus on their daily activities.


Keywords


Character, Roleplay, Social Media, Virtual

Full Text:

PDF

References


Creswell, J.W. (1994). Research Design: Qualitative & quantitative approach. Thousand Oaks, London, New Delhi: Sage.

Denzin & Lincoln. (2009). Handbook of Qualitative Research. Yogyakarta: Pustaka Pelajar.

Hajaroh, M. (2010). Paradigma, Pendekatan dan Metode Penelitian Fenomenologi. FIP UNY: Dosen Program Studi Kebijakan Pendidikan.

Harrigan, P., Wardrip-Fruin, N., & Crumpto, M., (2010). Second Person: Role-Playing and Story in Games and Playable Media. Cambridge: MIT Press.

Hatmi, P.A. (2015). Representasi Diri dan Identitas Virtual Pelaku Roleplay dalam Dunia Maya (‘Permainan Peran’ Hallyu Star Idol K-Pop dengan Media Twitter). Paradigma, 3(3), 28-34.

K. Yin., (1989). Case Study Research Design and Methods. Washington: Cosmos Corporation

Nurfaidah, Dewi, & Kurniawan. (2014). Korean Role-Play di Media Sosial Twitter. Public Relations Universitas Garut, 5(6).

Parlina, I. (2017) Motivasi dan Pola Interaksi Pengguna Role Play Twitter pada Mahasiswa Universitas Syiah Kuala. Jurnal Ilmiah Mahasiswa FISIP

Vernika & Nurhastuti. (2018). Permainan Roleplayer di Media Sosial Twitter. Prosiding Manajemen Komunikasi, 4(1).


Article Metrics

Abstract view : 52 times | PDF view : 17 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Salma Nabilah Fitrizqy Daeng Ngiji, Widyastuti Widyastuti, Widyastuti Widyastuti

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.




Published by:

Fakutas Psikologi Universitas Negeri Makassar

Office:

Gedung BM, LT 2 Fakultas Psikologi, Kampus Gunung Sari baru. Jalan A.P Pettarani, Kota Makassar Propinsi Sulawesi Selatan, Pos 90222.