ANALISIS PESAN KOMUNIKASI DI MEDIA ONLINE PEMAIN VIRTUAL GAME “KANCAKU” (Studi Deskriptif Kualitatif Pada Mahasiswa Anggota Komunitas Virtual Game Clash of Clans di UIN Sunan Kalijaga Yogyakarta)

ALIF AHMAD FAUZI, NIM: 12730054 (2017) ANALISIS PESAN KOMUNIKASI DI MEDIA ONLINE PEMAIN VIRTUAL GAME “KANCAKU” (Studi Deskriptif Kualitatif Pada Mahasiswa Anggota Komunitas Virtual Game Clash of Clans di UIN Sunan Kalijaga Yogyakarta). Skripsi thesis, UIN Sunan Kalijaga.

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Abstract

Game is an entertainment for someone to fill the spare time in life, but also utilize the game as a medium of communication among game users. This also happens among UIN Sunan Kalijaga students. This student takes advantage of games as entertainment as well as making the game become more useful is communication chat medium. From the background, the researcher aims to explain how the communication message (text) in the game doit through the medium chat game Clash of Clans using the theory of virtual ethnography of the language message : Netspeak and Netlingo. Medthods of date retrieval using virtual ethnographic methods: medium space, medium objects, medium document, and experience. Research results in this study have differences between players using netspeak patterns and netlingo messaging patterns, comfort and discomfort. On the jumper players who need ease in doing good communication it uses the league in accordance with KBBI or with the language of today’s trend. Keywords : Game, Virtual Ethnography, Netspeak and Netlingo

Item Type: Thesis (Skripsi)
Additional Information / Pembimbing: Drs. Siantari Rihartono, M.Si.
Uncontrolled Keywords: Game, Virtual Ethnography, Netspeak and Netlingo
Subjects: Ilmu Komunikasi
Komunikasi Islam
Divisions: Fakultas Ilmu Sosial dan Humaniora > Ilmu Komunikasi (S1)
Depositing User / Editor: Sugeng Hariyanto, SIP (sugeng.hariyanto@uin-suka.ac.id)
Date Deposited: 21 Feb 2018 09:58
Last Modified: 21 Feb 2018 09:58
URI: http://digilib.uin-suka.ac.id/id/eprint/28765

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