Berwisata Digital: Studi Etnografi Praktik Bermain Game Sebagai Ruang Wisata Virtual
Abstract
Gim dengan genre dunia terbuka menawarkan pengalaman bermain baru yang memungkinkan gamer melakukan eksplorasi menyeluruh khususnya secara visual. Gamer tidak lagi memainkan gim untuk menyelesaikan misi dan tantangan, tetapi juga untuk mengeksplorasi dan menikmati perjalanan dalam dunia gim. Penelitian ini bertujuan menemukan pengalaman gamers saat mengeksplorasi dunia terbuka dalam gim dan memanfaatkan fitur photo mode. Metode pada penelitian ini menggunakan etnografi dalam kerangka cultural studies cetusan Saukko yang mengungkapkan pengalaman gamer selama mengeksplorasi dunia virtual dalam gim. Subjek penelitian merupakan para gamer yang memainkan gim dunia terbuka dengan judul “Ghost of Tsushima”, “Red Dead Redemption” dan “Spider man”. Penelitian ini berisi praktik berwisata virtual yang dilakukan gamer berdasar pada minat di dunia luring. Hasil penelitian ini mengungkapkan bahwa travelling merupakan bagian dari praktik berwisata para gamer, khususnya berpetualang dan mengabadikan momen dengan menggunakan fitur photo mode menjadi salah satu bentuk rekreasi alternatif, di saat aktivitas berwisata fisik tidak memungkinkan karena keterbatasan biaya, kesibukan serta keterbatasan kegiatan sosial lainnya. Kontribusi penelitian ini memberi kebaruan tentang fitur photo mode pada permainan gim video menjadi bentuk media komunikasi baru dalam praktik berwisata virtual.
Keywords
Full Text:
PDFReferences
Amenabar, Teddy. 2018. “Video Games are Now so Beautiful Players are Spending Hours Framing Stunning Works of Internet Art.” The Washington Post, November 20, 2018. https://www.washingtonpost.com/technology/2018/11/20/video-game-photography-is-rise-producing-stunning-works-internet-art/
Bell, Claudia, dan John Lyall. 2005. “I was Here: Pixelated Evidence.” Dalam The Media and the Tourist Imagination: Converging Cultures, diedit oleh David Crouch, Rhona Jackson, dan Felix Thompson, 135–142. New York: Routledge.
Bogost, Ian. 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press.
Book, Betsy. 2003. “Traveling Through Cyberspace: Tourism and Photography in Virtual Worlds.” Makalah dipresentasikan di Conference Tourism & Photography: Still Visions - Changing Lives, Sheffield, UK, Juli 20–23, 2020. http://dx.doi.org/10.2139/ssrn.538182
Boorstin, Daniel Joseph. 1992. The Image: A Guide to Pseudo-Events in America. New York: Vintage Books.
Chandler, Simon. 2020. “The Age of Virtual Reality Tourism is Fast Approaching.” Forbes, Januari 9, 2020. https://www.forbes.com/sites/simonchandler/2020/01/09/the-age-of-virtual-reality-tourism-is-fast-approaching/?sh=418d6da370da
Cho, Yong-Hyun, dan Daniel R. Fesenmaier. 2001. “A New Paradigm for Tourism and Electronic Commerce: Experience Marketing Using the Virtual Tour.” Dalam Tourism Distribution Channels: Practices, Issues and Transformations, diedit oleh E. Laws dan Dimitrios Buhalis, 351–370. London: Continuum.
Cho, Yong-Hyun, Youcheng Wang, dan Daniel R. Fesenmaier. 2002. “Searching for Experience: The Web-Based Virtual Tour in Tourism Marketing.” Journal of Travel & Tourism Marketing 12 (4): 1–17. https://doi.org/10.1300/J073v12n04_01
Connor, Phillip. 2020. “More than nine-in-ten people worldwide live in countries with travel restrictions amid COVID-19.” Pew Research Center, April 1, 2020. https://www.pewresearch.org/fact-tank/2020/04/01/more-than-nine-in-ten-people-worldwide-live-in-countries-with-travel-restrictions-amid-covid-19/
Creswell, John W. 2007. Qualitative Inquiry and Research Design Choosing Among Five Approaches. 2nd ed. London: Sage Publications, Inc.
Dow, Douglas N. 2013. “Historical Veneers: Anachronism, Simulation and Art History in Assassin’s Creed II.” Dalam Playing with the Past: Digital Games and the Simulation of History, diedit oleh Matthew Wilhelm Kapell dan Andrew B. R. Elliott, 215–232. London: Bloomsbury Publishing.
Dubois, Louis-Etienne, dan Chris Gibbs. 2018. “Video Game–Induced Tourism: A New Frontier for Destination Marketers.” Tourism Review 73 (2): 186–198. https://doi.org/10.1108/TR-07-2017-0115
Dumazedier, Joffre. 1967. Towards a Society of Leisure. New York: Free Press.
Embaugh, Kaleb. 2016. “In Open World Games, Most Players Balance Exploration with Completing Campaign. Those Who Prioritize Campaign are Younger.” Quantic Foundry, Februari 17, 2016. https://quanticfoundry.com/2016/02/17/open-world/
Epps, Ryan. 2019. “The Rise of Open World Games.” The Gamer, Agustus 13, 2019. https://www.thegamer.com/rise-open-world-games/
Jenkins, Henry. 2004. “Game Design as Narrative Architecture.” Dalam First Person: New Media as Story, Performance, and Game, diedit oleh Noah Wardrip-Fruin dan Pat Harrigan, 118–130. Cambridge: MIT Press.
Juul, Jesper. 2005. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press.
Kemp, Simon. 2020. “Digital Around the World in April 2020.” We Are Social, April 23, 2020. https://wearesocial.com/us/blog/2020/04/digital-around-the-world-in-april-2020/
Klastrup, Lisbeth. 2010. “Understanding Online (Game) Worlds.” Dalam The International Handbook of Internet Research, diedit oleh Jeremy Hunsinger, Lisbeth Klastrup, dan Matthew Allen, 309–323. New York: Springer.
Lee, Kwan Min. 2004. “Presence, Explicated.” Communication Theory 14 (1): 27–50. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x
Miller, Carolyn Handler. 2019. Digital Storytelling: A Creator’s Guide to Interactive Entertainment. 4th ed. Boca Raton: CRC Press Taylor & Francis Group.
Miller, Kiri. 2008. “The Accidental Carjack: Ethnography, Gameworld Tourism, and Grand Theft Auto.” The International Journal of Computer Game Research 8 (1). http://gamestudies. org/0801/articles/miller
Ramírez-Moreno, Carlos, dan Dale Leorke. 2021. “Promoting Yokosuka through Videogame Tourism: The Shenmue Sacred Spot Guide Map.” Dalam Games and Play in the Creative, Smart and Ecological City, diedit oleh Dale Leorke dan Marcus Owens, 38–63. London: Routledge.
Rousseau, Steve. 2020. “Gaming During the Pandemic is Starting to Feel Like Work.” One Zero, Juli 7, 2020. https://onezero.medium.com/gaming-during-the-pandemic-is-starting-to-feel-like-work-33367af7d7e5
Ruddle, Roy A., Stephen J. Payne, dan Dylan Marc Jones. 1997. “Navigating Buildings in Desk-Top Virtual Environments: Experimental Investigations Using Extended Navigational Experience.” Journal of Experimental Psychology: Applied 3 (2): 143–159. DOI: 10.1037/1076-898X.3.2.143
Ryan, Richard M., C. Scott Rigby, dan Andrew Przybylski. (2006). “The Motivational Pull of Video Games: A Self-Determination Theory Approach.” Motivation and Emotion 30 (4): 347–363. https://doi.org/10.1007/s11031-006-9051-8
Salmond, Michael, dan Jacqueline Salmond. 2016. “The Gamer as Tourist: The Simulated Environments and Impossible Geographies of Videogames.” Dalam Tourism and the Creative Industries: Theories, Policies, and Practices, diedit oleh Philip Long dan Nigel D. Morpeth, 151–162. Oxford: Routledge.
Saukko, Paula. 2003. Doing Research in Cultural Studies: An Introduction to Classical and New Methodological Approaches (Introducing Qualitative Methods Series). London: Sage Publications, Inc.
Schweizer, Bobby. 2021. “Touring the Videogame City.” Dalam Locating Imagination in Popular Culture: Place, Tourism and Belonging, diedit oleh Nicky van Es, Stijn Reijnders, Leonieke Bolderman, dan Abby Waysdorf, 151–165. Oxford: Routledge.
Smith, Noah. 2020. “The Giants of the Video Game Industry Have Thrived in the Pandemic. Can the Success Continue?” The Washington Post, Mei 12, 2020. https://www.washingtonpost.com/video-games/2020/05/12/video-game-industry-coronavirus/
Stainton, Hayley. 2020. “Virtual Tourism Explained: What, Why and Where.” Tourism Teacher, Oktober 19, 2020. https://tourismteacher.com/virtual-tourism/#1-definitions-of-virtual-tourism
Stuart, Keith. 2015. “Photorealism - The Future of Video Game Visuals.” The Guardian, Februari 12, 2015. https://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering
Urry, John, dan Jonas Larsen. 2011. The Tourist Gaze 3.0. London: Sage Publications, Inc.
Vishnevskaya, Ekaterina Vladimirovna, Tatiana Bronislavovna Klimova, Olga Konstantinovna Slinkova, dan Yana Gennadievna Glumova. 2017. “The Influence of Virtual Information Spaces on Tourism Development.” Revista ESPACIOS 38 (49): 22–28. https://www.revistaespacios.com/a17v38n49/a17v38n49p22.pdf
White, Naomi Rosh, dan Peter B. White. 2007. “Home and Sway: Tourists in a Connected World.” Annals of Tourism Research 34 (1): 88–104. DOI: 10.1016/j.annals.2006.07.001
Witkowski, Wallace. 2020. “Videogames are a Bigger Industry than Movies and North American Sports Combined, Thanks to the Pandemic.” Market Watch, Desember 22, 2020. https://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990
Yuwono, Ardian Indro, Lono Simatupang, dan Aprinus Salam. 2019. “Pewujudan dan Penyerapan Pemain dalam Video Game (Fantasi Kesempurnaan Pemain dalam Bermain Role Playing Game)” disertasi doktoral, Universitas Gadjah Mada, ETD Repository UGM, http://etd.repository.ugm.ac.id/penelitian/detail/180021
DOI: https://doi.org/10.31315/jik.v20i3.6528
Refbacks
- There are currently no refbacks.
Copyright (c) 2022 Jurnal Ilmu Komunikasi
Jurnal Ilmu Komunikasi indexed by:
Copyright of Jurnal Ilmu Komunikasi ISSN 1693-3028 (print), ISSN 2407-8220 (online)
Alamat:
Kampus II UPN "Veteran" Yogyakarta, Jl. Babarsari 2, Tambakbayan, Yogyakarta 55281
Phone: (0274)485268
Fax: (0274)487147
Email: [email protected]