Proceedings of the International Moving Image Cultures Conference (IMOVICCON 2023)

More Than Just Playing: The Pleasure of Online Game Players

Authors
Ratna Permata Sari1, *
1Department of Communications, Universitas Islam Indonesia, Jl. Kaliurang Km. 14,5 Sleman, Yogyakarta, 55584, Indonesia
*Corresponding author. Email: 113210101@uii.ac.id
Corresponding Author
Ratna Permata Sari
Available Online 5 April 2024.
DOI
10.2991/978-94-6463-390-0_21How to use a DOI?
Keywords
Playing; Online Games; Pleasure
Abstract

Online games are often seen only for their negative impacts in the form of addiction, consumptive behavior, and other accompanying impacts. Regardless of the pros and cons, as an issue of cultural studies, online games have become popular cultural products that are interesting to discuss. This study aims to analyze the pleasure of online game players. This study uses a qualitative descriptive method by collecting in-depth interview data. The results of this study indicate that pleasure in playing online games is related to one another. The concept of play in online games can be interpreted literally as a playground with friends who were previously known in the offline world. In the concept of play, when playing online games virtually, there are also aspects of fun in the form of (1). Performance where he feels pleasure when winning matches (2). Immersion is where players can enjoy and experience a world of imagination for a moment (3). Control, Players have the freedom to use ID names and characters that are very different from the real/offline world. (4). Intertextuality, players can connect other texts outside the game. (5). Narrative has another pleasure, the players can determine their storyline, characters, and the ending of the game.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the International Moving Image Cultures Conference (IMOVICCON 2023)
Series
Atlantis Highlights in Social Sciences, Education and Humanities
Publication Date
5 April 2024
ISBN
978-94-6463-390-0
ISSN
2667-128X
DOI
10.2991/978-94-6463-390-0_21How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Ratna Permata Sari
PY  - 2024
DA  - 2024/04/05
TI  - More Than Just Playing: The Pleasure of Online Game Players
BT  - Proceedings of the International Moving Image Cultures Conference (IMOVICCON 2023)
PB  - Atlantis Press
SP  - 219
EP  - 226
SN  - 2667-128X
UR  - https://doi.org/10.2991/978-94-6463-390-0_21
DO  - 10.2991/978-94-6463-390-0_21
ID  - Sari2024
ER  -