skip to main content

Analisis Keterlibatan Komunitas dalam Industri Permainan Daring di Indonesia

*Moh. Adli Ahdiyat  -  Universitas Indonesia, Indonesia
Irwansyah .  -  Universitas Indonesia, Indonesia
Open Access Copyright 2019 Interaksi: Jurnal Ilmu Komunikasi under

Citation Format:
In this digital era, the entertainment industry began to be enriched by the presence of the online gaming industry. In Indonesia, video games that were once considered as a hobby, now have turned into commodities with millions hundred dollar profits per year. The online game industry cannot be separated from the role of stakeholders, including the audience as consumers. The audiences or consumers of the online game industry are active members of the online game community that shares the same perceptions, principles, values, and interests by playing online games. In this article, the author aims to describe the role of the online game industry in creating a community, both virtual (online) community or real community (offline), and describing various business and industrial potentials that exist within the online game community. The findings in this article are: 1) The online game industry in Indonesia plays a role in forming an online and offline community that considered as an important community by the Indonesian government and society in general. 2) Through activity in the online and offline communities, gamers can take advantages of their hobbies as a way to generate financial benefits, 3) The potential of business in the online gaming community can significantly help the development of the online game industry. The results of this study suggest the development of scientific research on the online gaming industry, so it can provide a significant influence on the development of the online game industry.
Fulltext View|Download
Keywords: Community, Virtual Community, New media, eSports, Online game industry
Funding: Universitas Indonesia

Article Metrics:

  1. Armitage, G., Claypool, M., & Branch, P. (2006). Networking and Online Games: Understanding and Engineering Multiplayer Internet Games. Chichester: John Wiley & Sons
  2. Douglas, H. (2010). Types of Community. In International Encyclopedia of Civil Society(pp.539–544).
  3. Elia, Y.(2011). 9 Tim Esports Terbaik asal Indonesia di 2017! Retrieved March 26, 2019, from
  4. Faust, K., Meyer, J., & Griffiths, M. D. (2013). Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study. International Journal of Cyber Behavior, Psychology and Learning.
  5. Gupta, S., & Kim, H. (2004). Virtual Community : Concepts , Implications , and Future Research Directions. In Proceedings ofthe TenthAmericas ConferenceonInformation Systems (pp. 2679–2687). New York
  6. Hadzinsky, C. (2014). Industry of Video Games. Past, Present, and Yet to Come. Scholarship @ Claremont
  7. Handayani, R. (2018). Analisa Aktivitas Fandom Mobile Legend Indonesia Dalam Membangun Struktur Komoditas Baru ( Studi Tentang Media Baru ). EJournal IAIN Kendari
  8. Hurst, J. (2015). 12 Types Of Computer Games Every Gamer Should Know About. Retrieved March 25, 2019, from
  9. IeSPA. (2017). About Us. Retrieved March 26, 2019, from
  10. Itemku. (2019). Tentang kami. Retrieved March 26, 2019, from
  11. Jap, T., Tiatri, S., Jaya, E. S., & Suteja, M. S. (2013). The Development of Indonesian Online Game Addiction Questionnaire. PLoS ONE.
  12. Jenny, S. E., Manning, R. D., Keiper, M. C., Olrich, T. W., Jenny, S. E., Manning, R. D., … Jenny, S. E. (2016). Virtual( ly ) Athletes : Where eSports Fit Within the Definition of “ Sport .” Quest, 69(March), 1–18.
  13. Johnson, M. R., & Woodcock, J. (2019). ‘It’s like the gold rush’: the lives and careers of professional video game streamers on Information Communication and Society.
  14. Lopes, L., Souza, F. De, Augusta, A., & Freitas, F. De. (2017). Revista de Administração Consumer behavior of electronic games ’ players : a study on the intentions to play and to pay. Revista de Administração, 52(4), 419–430.
  15. Ludwianto, B. (2019). 12 Kampus di Indonesia Siap Ikuti Liga eSports Nasional. Retrieved March 26, 2019, from
  16. Mike. (2018). 5 Alasan Jess No Limit Layak Dapat Penghargaan ICA 5. Retrieved March 26, 2019, from
  17. Mora-cantallops, M., & Sicilia, M.-ángel. (2018). MOBA games : A literature review MOBA games : A literature review. Entertainment Computing, 26(March), 128–138.
  18. Ramli, R. (2018). Ada 41 Juta Gamers, Perputaran Uang di Industri Game 900 Juta Dolar AS. Retrieved from 26 Maret 2019
  19. Ricky, R., Sudrajat, R. H., & Pamungkas, I. N. A. (2016). Pola Komunikasi Kelompok Game Online (Studi Virtual Etnografi pada Pengguna Game “Clash Of Clans” Komunitas 1-RON). E-Proceeding of Management, 3(1), 753–760
  20. Siitonen, M. (2007). Social Interaction in Online Multiplayer Communities Marko Siitonen Social Interaction in Online Multiplayer Communities. Humanities
  21. Yamaguchi, H. (2004). An Analysis of Virtual Currencies in Online Games. SSRN.
  22. Yusof, S. A. M. (2008). Understanding the Virtual Community of Gamers. Encyclopedia of Networked and Virtual Organizations, 1714–1721.
  23. Zhang, S., Jiang, H., & Carroll, J. M. (2011). Integrating online and offline community through facebook. In 2011 International Conference on Collaboration Technologies and Systems (CTS)(pp. 569–578).IEEE.

Last update:

No citation recorded.

Last update: 2024-06-19 04:12:38

No citation recorded.