Hyperreality: Pemaknaan dalam Penggunaan Game Pokemon Go

Abstract views: 1513 , PDF (Bahasa Indonesia) downloads: 2390

Abstract

This study aims to determine hyperreality in gaming phenomenon Pokemon Go. To find out more about how to influence the use of augmented reality technology in a Pokemon game Go and also the standpoint of game players who shared Pokemon Go. This research approach uses qualitative research methods approach is the approach used to explain and describe the phenomenon - a phenomenon that occurs with the paradigm of phenomenology. Data collection techniques used were observation and in-depth interviews. Data were analysed using the method of transcendental Husserl's phenomenological approach that consists of objects (objects/phenomena), the deliberate, noema, noesis, intersubjective, intuition, and also meaning/essence of the object. Results from this study showed that hyperreality contained on the gaming phenomenon Pokemon Go is where players game Pokemon Go feel in your own world where there are a lot of monsters - monsters Pokemon as well as the arena - playing field as pokestop and also a gym and the players at will conduct their activities in their game world, where meanings, signs, code is no longer valid.


Keywords: Pokemon Go, Hyperreality, Meaning

References

Bungin, Burhan. 2006. Sosiologi Komunikasi. Jakarta: Kencana.

Kuswarno, Engkus. 2009. Fenomenologi; Konsepsi, Pedoman, dan Contoh Penelitiannya. Bandung: Widya Padjadjaran.

Lubis, Akhyar Yusuf. 2014. Posmodernisme; Teori dan Metode. Jakarta: PT RajaGrafindo Persada.

Severin, Warener J and Tankard Jr. 2009. Teori Komunikasi; Sejarah, Metode, dan Terapan di Dalam Media Massa. Jakarta: Kencana.

Sobur, Alex. 2014. Filsafat Komunikasi; Tradisi dan Metode Fenomenologi. Bandung: PT Remaja Rosdakarya.

Mulyana, Deddy. 2008. Metode Penelitian Komunikasi. Bandung: PT Remaja Rosdakarya.


Safina. 2014. Penggunaan Twitter Sebagai Media Pemasaran Interaktif. Media. http://lib.ui.ac.id/file?file=digital/2016-4/20404618-MK-Safina.pdf

O. Hasbiansyah. Pendekatan Fenomenologi: Pengantar Praktik Penelitian Dalam Ilmu Sosial dan Komunikasi.http://ejournal.unisba.ac.id/index.php/mediator/ article/download/1146/714

Adha, Y.A. 2012. Model Penerimaan Teknologi Augmented Reality Sebagai Media Komunikasi Pemasaran. Skripsi. Didapat dari:
http://lib.ui.ac.id/file?file=digital/20318290-S-Yudha%20Aidil%20Adha.pdf

Susilo, D. (2017). Etnometodologi Sebagai Pendekatan Baru dalam Kajian Ilmu Komunikasi. Jurnal Studi Komunikasi (Indonesian Journal of Communications Studies), 1(1). Didapat dari: http://ejournal.unitomo.ac.id/index.php/jsk/article/view/66/24
Published
2017-05-18
Section
Articles