Komunikasi Virtual Cyberbullying Melalui Perilaku Trash Talking Pada Pemain Game Online Valorant
DOI:
https://doi.org/10.62383/filosofi.v2i1.467Keywords:
Cyberbullying, Game Online Valorant, Trash Talking, Virtual CommunicationAbstract
Trash talking, as a form of cyberbullying, is often found in internet gaming cafes such as White Wolf Arena and refers to harmful actions such as insinuating, insulting or verbally abusing other players. This phenomenon occurs through voice or text messaging features in anonymous virtual communication, triggering negative behaviours such as trolling and AFK. The vocabulary of Trash talking includes animal words, adjectives, objects, conditions, and human organs. This study aims to analyse the Trash talking behaviour of Valorant players using a descriptive qualitative method with seven purposively selected informants. Data were collected through interviews, observation, and documentation, and analysed using the Miles and Huberman technique with data triangulation. The results showed that Trash talking behaviour is influenced by sociopsychological and situational factors. The communication media used include voice chat, text chat, and stickers, where the detection system is more effective on text. Virtual communication showed varied Trash talking vocabulary and different levels of offensiveness between voice chat and text. This research identified behaviour, media and virtual communication as the main aspects of Trash talking in Valorant.
References
Esports.Id. (2022, Februari 1). Valorant Banned 40.000 Pemain Toxic Di Bulan Januari 2022. Https://Esports.Id/Valorant/News/2022/02/110e7d180dc9a996341b90c4e61101db/Valorant-Banned-40000-Pemain-Toxic-Di-Bulan-Januari-2022
Fantini, E., & Rousdy, S. T. (2020). Mediamorfosis Edukasi Informal Online Melalui Platform Digital Sebagai Peluang Bisnis Baru. Majalah Ilmiah Bijak, 17(1), 114–127. Http://Ojs.Stiami.Ac.Id
Ikhwanudin, I. (2024). Perilaku Trash-Talking Para Pemain Game Online Mobile Legends Dalam Perspektif Islam. Uin Prof. K.H. Saifuddin Zuhri.
Marcella, D., & Sazali, H. (2023). Fenomena Trash-Talking Antar Pemain Game Online Mobile Legends: Bang Bang (Studi Kasus Mahasiswa Ilmu Komunikasi Uin Sumatera Utara). Jurnal Indonesia : Manajemen Informatika Dan Komunikasi, 4(3), 1138–1145. Https://Doi.Org/10.35870/Jimik.V4i3.335
Muhsin, A., & Muflih, R. (2020). Proses Komunikasi Siber Dalam Menyampaikan Informasi Otomotif Di Youtube Channel Otodriver. Pantarei, 4(3). Www.Carreview.Id,
Nugroho, C. (2020). Cyber Society: Teknologi, Media Baru, Dan Disrupsi Informasi. Kencana.
Priyaningrum, R. (2021). Komunikasi Dalam Pemberdayaan Perempuan Wirausaha Sosial Di Kota Madiun. Universitas Sebelas Maret.
Priyowidodo, G. (2022). Monograf Netnografi Komunikasi: Aplikasi Pada Tiga Riset
Rafly, O. M., Iriani, S., & Nugraha, A. (2024). Pemanfaatan Twitter Sebagai Media Daring Komunikasi Politik Partai Solidaritas Indonesia. Open Journal Systems, 18(7). Https://Binapatria.Id/Index.Php/Mbi
Ramadhan, S. Z. (2024). Penerapan Strategi Komunikasi Pemasaran Digital Rebelliouz Mind Di Instgaram. Universitas Pasundan.
Siti, R. A. (2020). Computer-Mediated Communication Sebagai Sarana Presentasi Diri Guru Paud. Petanda : Jurnal Ilmu Komunikasi Dan Humaniora, 2(2).
Sola, K. (2022). Perilaku Komunikasi Trash Talking Pemain Game Online Dota 2 Pada Komunitas Kolam Dota 2 Indonesia V2. Universitas 17 Agustus 1945 Surabaya.
Surbakti, C. W. (2023, Desember 10). Jumlah Pemain Valorant Di Seluruh Dunia. One Esports. Https://Www.Oneesports.Id/Valorant/Jumlah-Pemain-Valorant-Di-Dunia/
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.