Perkembangan Komunikasi Pemain dalam Menganalisis Genshin Impact di Industri Games - Pranata, Yogi Vernando; Pribadi, Muhammad Adi (Kiwari, 2025)
Now developments in the digital era have become more advanced, especially in the  games industry which has become increasingly sophisticated. But looking back at the  time when the world was experiencing the Covid 19 pandemic, where almost all  industries experienced a crisis in all fields, including the games industry. That's when  a game called Genshin Impact appeared which unexpectedly captured the hearts of  video game players. But with all the success that has been achieved, there are many  complaints that arise. Starting from player input that the developer doesn't listen to,  games that experience lots of bugs to data in the game that is leaked to the internet.  By using the Phenomenological research method, researchers can dig deeper into  information regarding individual points of view, experiences and views regarding the  topic being studied. As well as being more subjective in choosing research subjects, so  that research can be more in depth with the perception of the object being studied.  Through this research, researchers will analyze Genshin Impact player  communication using the use and gratification theory. Sekarang perkembangan zaman di era digital sudah semakin maju, terutama di bidang  industri games yang sudah semakin canggih. Tetapi melihat kembali ke belakang pada  saat dunia sedang mengalami pandemi Covid-19, yang dimana hampir seluruh industri  mengalami krisis di segala bidang termasuk industri games. Di saat itulah muncul  sebuah game bernama Genshin Impact yang tidak disangka dapat memikat hati para  pemain video games. Tetapi dengan segala kesuksesan yang telah diraih, terdapat  banyak keluhan yang bermunculan. Mulai dari masukan player yang tidak di dengar  developer, game yang banyak mengalami bug sampai data di dalam game yang bocor  ke internet. Dengan menggunakan metode penelitian fenomenologi, peneliti dapat  menggali informasi lebih dalam mengenai sudut pandang, pengalaman dan pandangan  individu mengenai topik yang diteliti. Serta lebih subjektif dalam memilih subjek  penelitian, supaya penelitian dapat lebih masuk pada persepsi obyek yang diteliti.  Melalui penelitian ini, peneliti akan menganalisis komunikasi pemain Genshin Impact  dengan menggunakan teori penggunaan dan gratifikasi.