Frank Lee
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Ruang Digital Sebagai Arena Komunikasi Kelompok Para Pemain Game Online Valorant Frank Lee; Putri Ekaresty Haes; Putu Ratna Juwita Sari; Ni Ketut Arniti
Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora Vol. 5 No. 4 (2026): JURRISH: Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrish.v5i4.9100

Abstract

This study aims to analyse the function of digital spaces in the online game Valorant as an arena for group communication among players, as well as to identify the communication patterns that emerge in team interactions whilst playing online. The research method employed is a qualitative descriptive design. Data were collected through participant observation of three Valorant teams playing regularly over a four-week period, in-depth interviews with 12 informants purposively selected based on their level of play, and documentation of text and voice conversations within the game. Data analysis was conducted using the Miles and Huberman interactive model, which encompasses data reduction, data display, and conclusion drawing. The research findings indicate that the digital space of the online game Valorant functions as a dynamic arena for group communication, characterised by three primary patterns. First, secondary communication patterns, wherein communication occurs via intermediaries such as team chat features or audio cues from other players. Second, one-way communication patterns, where the communicator conveys a message to the recipient as the final destination without immediate feedback, for example, one-way instructions during critical situations. Third, the circular communication pattern involves the continuous exchange of information and roles between the communicator and recipient, thereby creating a negotiation of shared meaning and strategy. These three patterns confirm that the space.