Kajian Game Streaming Dan Kerentanan Streamer Di Nimo Tv

  • Khairul Syafuddin Universitas Gadjah Mada
Abstract views: 1240 , PDF downloads: 517
Keywords: Game, Nimo TV, Precariat, Communication System, Streaming

Abstract

Abstrak

Objektif. Perkembangan teknologi memunculkan adanya platform game streaming seperti Nimo TV. Kehadiran platform tersebut juga memicu munculnya kelas prekariat di industri broadcasting dan game. Tujuan dari penelitian ini untuk mengetahui sistem komunikasi yang berjalan dalam siaran game streaming di Nimo TV. Selain itu juga untuk mengetahui sistem kerja dari kelas prekariat dalam industri game streaming.

Material and Metode. Metode yang digunakan dalam penelitian ini adalah metode kualitatif. Obyek dalam penelitian ini adalah platform Nimo TV. Teknik sampling yang digunakan dalam penelitian ini berupa purposive sampling yang berfokus pada akun Nimo TV Littlehope. Teknik pengambilan data yang digunakan adalah observasi dan dokumentasi. Berdasarkan data yang didapatkan, peneliti melakukan analisis dengan menggunakan teknik analisis deskriptif dan semiotika model Peirce.

Hasil. Dalam teori sistem komunikasi, Nimo TV memanfaatkan fasilitas berupa komunikasi timbal balik. Antara streamer dan penonton dapat saling berkomunikasi. Komunikasi tersebut di fasilitasi dengan kolom komentar. Bahkan untuk membuat interaksi sosial terasa nyata, Nimo TV juga menyediakan fasilitas berupa pemberian penghargaan. Meski begitu, secara bersamaan Nimo TV juga memunculkan isu sosial berupa kerentanan terhadap para streamer. Para streamer kemudian masuk dalam kategori precariat.

Kesimpulan. Platform Nimo TV memberikan fasilitas kepada pengguna untuk berkomunikasi dua arah, antara streamer dan penonton. Akan tetapi dibalik itu, Nimo TV juga memunculkan isu sosial baru berupa pekerja preakriat. Saran untuk penelitian selanjutnya dapat berfokus pada ekonomi politik live streaming yang dikembangkan oleh media baru.

Abstrack

Objective. Technological developments have led to streaming game platforms such as Nimo TV. The presence of the platform also triggered the emergence of precariat classes in the broadcasting and gaming industries. The purpose of this study was to determine the communication system that runs in streaming game broadcasts on Nimo TV. Besides, it is also to find out the working order of precariat classes in the streaming game industry.

Materials and Methods. The method used in this research is qualitative. The object of this research is the Nimo TV platform. The sampling technique used in this research is purposive sampling, which focuses on the Nimo TV Little hope account. Data collection techniques used were observation and documentation. Based on the data obtained, the researchers conducted an analysis using descriptive analysis techniques and the Peirce model semiotics.

Results In the communication system theory, Nimo TV utilizes the facilities in the form of reciprocal communication. Between streamers and viewers can communicate with each other. This communication is facilitated by a comment column. Even to make social interactions feel real, Nimo TV also provides facilities in the form of awards. Even so, simultaneously, Nimo TV also raises social issues in the way of vulnerability to streamers. Streamers are then included in the precariat category.


Conclusion.
The Nimo TV platform provides facilities for users to communicate both ways, between streamers and viewers. But behind that, Nimo TV also raises new social issues in the form of precariat workers. Suggestions for further research can focus on the political economy of live streaming developed by new media.

Downloads

Download data is not yet available.

References

aran, S. J., & Davis, D. K. (2012). Mass Communication Theory Foundations, Ferment, and Future. Boston: Wadsworth Cengage Learning.

Burroughs, B., & Rugg, A. (2014). Extending the Broadcast : Streaming Culture and the Problems of Digital Geographies. Journal of Broadcasting & Electronic Media, 58(3), 365–380. https://doi.org/10.1080/08838151.2014.935854

Edge, N. (2013). Evolution of the Gaming Experience: Live Video Streaming and the Emergence of a New Web Community. The Elon Journal of Undergraduate Research in Communications, 4(2), 33–39.

Gultom, A. D. (2015). Kajian Implementasi Radio Siaran Digital di Indonesia. Buletin Pos Dan Telekomunikasi, 13(2), 133–150. https://doi.org/10.17933/bpostel.2015.130203

Henderson, H. (2007). Communications and Broadcasting From Wired Words to Wireless Web. New York: Chelsea House Publishers.

Jørgensen, M. B. (2015). Precariat – What it Is and Isn’t – Towards an Understanding of What it Does. Critical Sociology, 1–16. https://doi.org/10.1177/0896920515608925

Peuter, G. de. (2014). Beyond the Model Worker: Surveying a Creative Precariat. Journal of Current Cultural Research, 6, 263–284.

Pratitis, A. L. (2017). Kerentanan Pekerja Immaterial dalam Industri Komersialisasi Vlog. Jurnal Sosiologi, 22(2), 185–234. https://doi.org/10.7454/mjs.v22i2.7769

Ramadhan, F. M., Delardhi, S. N., & Fauziah, U. N. El. (2018). Sign Analysis of the Instagram User Using Semiotic Charles S. Peirce. Professional Journal of English Education, 1(5), 631–644.

Scheibe, K., Fietkiewicz, K. J., & Stock, W. G. (2016). Information Behavior on Social Live Streaming Services. Journal of Information Science Theory and Practice, 4(2), 6–20.

Standing, G. (2011). The Precariat The New Dangerous Class. London and New York: Bloomsbury Academic.

www.ayobandung.com. (2019). Menjadi Live Stream Gamer Tajir Bersama Nimo TV. Retrieved May 12, 2020, from https://www.ayobandung.com/read/2019/02/28/45933/menjadi-live-stream-gamer-tajir-bersama-nimo-tv

Published
2020-12-31

PlumX Metrics

How to Cite
Syafuddin, K. (2020). Kajian Game Streaming Dan Kerentanan Streamer Di Nimo Tv. JAMI: Jurnal Ahli Muda Indonesia, 1(2), 134-143. https://doi.org/10.46510/jami.v1i2.28