Proceedings of the 5th International Conference on Applied Engineering, ICAE 2022, 5 October 2022, Batam, Indonesia

Research Article

The Effects of the Addictive Effects of Online Games Among US in terms of Computer-Mediated Communication (CMC) in the Young Generation

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  • @INPROCEEDINGS{10.4108/eai.5-10-2022.2327480,
        author={Amirul  Mu'minin and Anis  Rahmi and Intan Rizky Mutiaz},
        title={The Effects of the Addictive Effects of Online Games Among US in terms of Computer-Mediated Communication (CMC) in the Young Generation},
        proceedings={Proceedings of the 5th International Conference on Applied Engineering, ICAE 2022, 5 October 2022, Batam, Indonesia},
        publisher={EAI},
        proceedings_a={ICAE},
        year={2023},
        month={6},
        keywords={addictive game cmc voice chat gaming experience},
        doi={10.4108/eai.5-10-2022.2327480}
    }
    
  • Amirul Mu'minin
    Anis Rahmi
    Intan Rizky Mutiaz
    Year: 2023
    The Effects of the Addictive Effects of Online Games Among US in terms of Computer-Mediated Communication (CMC) in the Young Generation
    ICAE
    EAI
    DOI: 10.4108/eai.5-10-2022.2327480
Amirul Mu'minin1,*, Anis Rahmi1, Intan Rizky Mutiaz2
  • 1: Politeknik Negeri Batam
  • 2: Institut Teknologi Bandung
*Contact email: amirul@polibatam.ac.id

Abstract

One of the trends of today's young generation is playing together through online games, one of which is Among Us by gamers. This game has become the object of research because it provides CMC (Computer-mediated Communication) features, namely via Chat and Voice Chat privately or in groups that are played in multiplayer. This game has received reviews from 5,260,338 players. Through the Voice Chat feature of online games, CMC communication takes place in the form of voice chat and text chat to provide a sensation of presence to players that trigger the pleasure of playing games. The purpose of this research is to describe things that affect online game addiction by CMC communication on online game features. The research design method is the Abductive approach, by describing and combining quantitative research containing content that makes the game addictive and qualitative in the form of questions containing player reviews totaling 60 players. From the results of this study, it turns out that in Among US games, there is a Computer-mediated Communication CMC that makes gamers addicted, namely the presence factor in the form of the presence of other players, group communication, there is a map space (location) that gathers virtually, there is communication in gameplay Game features voice chat, good communication in playing the role of the game, the privacy of player identity is maintained, and there is anonymous communication.