Research Article
Reality Construction of Gamers in Online Media (Case Study : Kompas.Com)
@INPROCEEDINGS{10.4108/eai.17-7-2019.2303393, author={Hafizh Faikar Ramadhan and Euis Komalawati}, title={Reality Construction of Gamers in Online Media (Case Study : Kompas.Com)}, proceedings={Proceedings of the 1st International Conference on Science and Technology in Administration and Management Information, ICSTIAMI 2019, 17-18 July 2019, Jakarta, Indonesia}, publisher={EAI}, proceedings_a={ICSTIAMI}, year={2021}, month={1}, keywords={construction of reality gamers framing}, doi={10.4108/eai.17-7-2019.2303393} }
- Hafizh Faikar Ramadhan
Euis Komalawati
Year: 2021
Reality Construction of Gamers in Online Media (Case Study : Kompas.Com)
ICSTIAMI
EAI
DOI: 10.4108/eai.17-7-2019.2303393
Abstract
Gamers as a term for online game players initially had a negative stigma as a lazy and antisocial group. But along with the industrial revolution 4.0, many studies have shown changes in the stigma of gamers in the community. Changes in the pattern of thinking or the view of society towards gamers is not separated from social construction. Peter L. Berger and Thomas Luckmann view social reality as a dialectical process that passes externalization, objectivation and internalization. This research is to find out the reality construction of gamers in kompas.com online media. With the Pan & Kosicki framing method, the analysis unit of this study is 5 article text gamers news on kompas.com. The results showed kompas.com frame the reality of gamers in a positive stigma in the discourse of promising professional opportunities, opportunities for e-sports athletes, and the phenomenon of the opening of current study programs in universities.