CD Tesis
Fenomena Game Higgs Domino Island Pada Kalangan Masyarakat Produktif Di Kota Pekanbaru
The Higgs Domino Island game is an online game that is very popular in
Indonesia, including in Pekanbaru City. The existence of buying and selling game
coins has changed the direction of the goal in playing, initially the Higgs Domino
Island game was used as a means of entertainment but now it is actually used as a
livelihood for some of the players. Because playing requires the purchase of
coins, most of the players are productive people who already have jobs and
generate economic value. To find players and agents for buying and selling game
coins, you can find them in several places such as Facebook groups, daily stalls,
patrol posts and credit counters. In its development, transactions for buying and
selling coins for the Higgs Domino Island game began to be indicated for
gambling, this was evidenced by the arrests of several game coin agents by the
authorities in several regions in Indonesia, such as in East Aceh, Rokan Hulu and
Lhokseumawe. This study aims to analyze the motives, meaning and experience of
communication among productive people in playing the game Higgs Domino
Island in Pekanbaru City.
This study uses a qualitative research method with a phenomenological
approach to Alfred Shutz. The research subjects consisted of five people in the
productive community in Pekanbaru City who were selected using the Snowball
technique. This study uses data collection techniques namely observation, indepth
interviews and documentation.
The results show that first, the motives of productive people in playing
the game Higgs Domino Island in Pekanbaru City consist of motives because they
are hobbies, revenge, capital and temptation. While the in order to motive the
entertainment, money and pleasure. Second, the meaning of the game is
categorized into three namely lucky games, money-making games and detrimental
gambling games. Third, the communication experience is divided into two forms,
namely the interpersonal communication experience is categorized into two,
namely the pleasant communication experience in the form of acceptance from
family, social environment and between fellow players. While the communication
experience is not pleasant in the form of abuse, pressure and disputes between
fellow players. The second form, namely the experience of intrapersonal
communication, is categorized into two, namely self-awareness because it has
been addicted to the Higgs Domino Island game and self-remorse for having been
harmed in the form of money, time and health.
Key Words : Phenomenon, Higgs Domino Island Game, Phenomenology,
Productive Society
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