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K. Lahpan, Neneng Yanti
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E-SPORTS DAN INTERAKSI SUBKULTUR GAMER DI INDONESIA Widhiawan, Ilham Dwipa; K. Lahpan, Neneng Yanti; Hidayana, Iip Sarip
Jurnal Budaya Etnika Vol. 9 No. 1 (2025): NASIONALISME GLOBALISASI E-SPORT GAMERS: RESIPROSITAS JEJARING KESENIAN DAN KEP
Publisher : Institute of Indonesia Arts and Culture (ISBI) Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/jbe.v9i1.2042

Abstract

Abstrak: Penelitian ini menyorot pada bagaimana e-sports sebagai suatu budaya massa yang mempengaruhi pola interaksi subkultur gamer di Indonesia, baik interaksi sesama gamer atau gamer dengan masyarakat luas. Penelitian ini juga menjelaskan jenis-jenis interaksi pada gamer dan berbagai macam klasifikasi gamer. Dalam hal ini, pengaruh perkembangan e-sports pada pola interaksi yang terbentuk dikaji melalui konsep medium is the message (teori dari Marshall McLuhan). Penelitian ini dilakukan dengan deskriptif kualitatif melalui pengumpulan data menggunakan metode teknik etnografi virtual Metode ini dipilih karena penelitian ini memiliki batasan data yaitu komunikasi dan interaksi yang hanya diambil dari media virtual, dalam hal ini; video platform Youtube Gaming; 4 video game yang bersifat kompetitif yaitu Valorant, Mobile Legends, PUBG Mobile, dan Free Fire. Hasil penelitian mengemukakan 1) Perkembangan e-sports sebagai ‘medium’ dan 2) Perubahan pola interaksi gamer Indonesia sebagai ‘the message’. Kata kunci: Interaksi, Permainan video, E-sports, Youtube.   Abstrak: This study focuses on how e-sports as a mass culture influences the interaction patterns of gamer subcultures in Indonesia, both among gamers or gamers with the wider community. This study also describes the types of interactions among gamers and various classifications of gamers. In this case, the influence of the development of e-sports on the interaction patterns formed is studied through the concept of the medium is the message (the theory of Marshall McLuhan). This research was conducted with a qualitative descriptive method through data collection using virtual ethnographic techniques. This method was chosen because this research has data limitations, namely communication and interaction which are only taken from virtual media, in this case; Youtube Gaming video platform; 4 competitive video games, specifically Valorant, Mobile Legends, PUBG Mobile, and Free Fire. The results of the research suggest 1) The development of e-sports as a 'medium' and 2) Changes in the interaction pattern of Indonesian gamers as 'the message'. Keywords: Interaction, Video games, E-sports, Youtube.
ANALISIS LIMINALITAS PADA RITUAL BUBUKA SENI REAK DI KAMPUNG RANCABANGO RANCAEKEK BANDUNG Novianti, Galih Suci; K. Lahpan, Neneng Yanti; Yuningsih, Yuyun
Jurnal Budaya Etnika Vol. 9 No. 1 (2025): NASIONALISME GLOBALISASI E-SPORT GAMERS: RESIPROSITAS JEJARING KESENIAN DAN KEP
Publisher : Institute of Indonesia Arts and Culture (ISBI) Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/jbe.v9i1.2044

Abstract

Abstrak: Penelitian ini mempunyai fokus kajian terkait permasalahan bagaimana sebuah ritual bubuka dapat mendatangkan perasaan aman dan merasa dilindungi bagi rombongan grup seni Reak grup Cuta Muda menggunakan teori Liminalitas Victor Turner. Penelitian ini menggunakan metode penelitian kualitatif, dengan tekhnik pengumpulan data berupa observasi ke lapangan, wawancara terstruktur, studi pustaka dan dokumentasi. Hasil penelitian menunjukan bahwa terdapat ruang liminalitas pada saat ritual bubuka yang dapat menghilangkan ke khawatiran rombongan grup seni Reak Cuta Muda yang dialami langsung oleh pemimpin ritual. Hal tersebut ditandai dengan adanya persembahan melalui sesajen sebagai bentuk negosiasi kepada makhluk adikodrati. Melalui ritual bubuka, rombongan grup merasa aman dan merasa dilindungi saat kesenian Reak berlangsung. Kata kunci: Kesenian Reak, ritual bubuka, liminalitas.   Abstract: This research focuses on studies that communicated the problem of how a powder ritual can bring the excitement of safety and insurance to the Reak group, and the Cuta Muda group, utilizing Liminality Victor Turner. This research utilizes qualitative research methods, with data assortment techniques in the aspect of observations, structured conferences, literature studies, and documentation. The outcomes revealed that there was an expanse of liminality during the ritual which could eradicate the concerns of the Reak Cuta Muda art group that were encountered promptly by the ritual leader. This is captioned by the existence of contributions through contributions as an aspect of negotiation with supernatural beings. Through the ritual, the group felt safe and conserved during Reak's performing arts. Keywords: Reak art, bubuka ritual, liminality.