Interpersonal Communication Behavior Online Game Addict:
Case Study on Mobile Legends Bang Bang Online Game Addict in
South Tangerang, Indonesia
Arbi Cristional Lokananta
Universitas Budi Luhur
Keywords: Case Study, Interpersonal Communication, Behavior, Online Game Addict
Abstract: Technological advancements make everything grow, including game development. In the past, games could
only be played on computers in "internet cafes". However, it has now been developed proven by the existence
of online games that can be played by mobile. Addiction to online games also increases due to the ease of
playing games. According to WHO (World Health Organization) The first thing that can be measured from
people who are addicted to the game is from the frequency of playing. One of the games that is being loved
is Bang Bang's Mobile Legends. The researcher conducted a case study on addicts online game Mobile
Legends Bang Bang in South Tangerang, Indonesia using McClelland's Needs theory and also the
Interpersonal Communication by Tubbs. As the game changes, interpersonal communication also changes.
Communication interpersonal patterns that occur based on the results of observations and interviews with
informants are 5 All Channel Communication Networks or Patterns The All Channel pattern is a pattern that
has open channels, so this pattern allows everyone to communicate with anyone, this pattern is the most
flexible pattern.
1. INTRODUCTION
In today's modern era, the world is being hit by
developments in the fields of science and technology.
The development of science and technology that is
increasingly rapid turns to bring changes in all walks
of life. One result of the development of technology
is the internet. Along with the development of the
internet technology is growing rapidly, one of the
benefits is as a means of entertainment, for example
to play. Video game using the internet network are
known as online game. Online game are becoming a
new trend that is in great demand because someone
no longer plays alone (single), but allows playing
with dozens of people at once from various locations
(multiplayer). On adjacent computer networks (Local
Area Network). Now game players can play with
other players from different places, even between
nations and between countries. Various games that
are connected to the internet network (online game)
are apparently more in demand and have many
extraordinary fans. If we look at game rental places,
we will find places that have never been quiet, day or
night from game fans. Even at certain hours there are
many users who are willing to queue.
The types of games in the game are many kinds.
Starting from only being played on a PC or via a
smartphone. Smartphones also have games that can
be online or played offline. The ease that is happening
now as time goes on makes it easier for game fans
now. Once upon a time gamers could only play games
in internet cafes (warnet) but now mobile can be
played anywhere because the internet is increasingly
accessible. There are also many smartphones which
are cheap but with RAM and other applications.
Games in Indonesia are divided into several types.
There are adventures like Tree of Savior, cooking
cooking games like Dinner Dash, strategy games like
PUBG, and also like Bang Bang Mobile Legends
Mobile which can be accessed online and easy to use
on smartphones. Previously on PCs there were games
like SIMS City which even now have mobile games
on smartphones. This certainly makes gamers become
addicts and increasingly frequent in playing games.
The development of online games in Indonesia is
very rapid starting from online games that are genre
of action that puts action in games such as punches,
Lokananta, A.
Interpersonal Communication Behavior Online Game Addict: Case Study on Mobile Legends Bang Bang Online Game Addict in South Tangerang, Indonesia.
DOI: 10.5220/0008929200530056
In Proceedings of the 1st International Conference on IT, Communication and Technology for Better Life (ICT4BL 2019), pages 53-56
ISBN: 978-989-758-429-9
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
53
collisions, and games that are full of various traps.
Based on a survey conducted by APJII (Association
of Indonesian Internet Service Providers) at the end
of 2014, the online game genre that is widely played
is the MMOFPS game (Massively Multiplayer Online
First-person shooter. From this survey data obtained
is 50–60% of game users online playing MMOFPS
genre games and the rest followed by games that are
MMORPG genre (Massively Multiplayer Online
Role-playing games.) Many of these online game
users range in age from 12 to 34 years, including
children, adolescents and adults (Tekno Kompas,
2018)
Mobile Legends Bang Bang is a Moonton game.
Update several seasons and continue to improve the
character of the game. At the turn of the season there
will be a decrease in rank which makes the players
have to fight to increase the rank again. Add old
characters with new or existing updates. All the
characters, stories and activities in them are fictional.
2. LITERATURE REVIEW
Researchers use McClelland's Needs theory to see the
extent to which informants who play games are
addicted. However, the researcher chose to focus in
interpersonal communication as the subject using
Tubbs's theory of interpersonal communication.
Interpersonal communication is used by players in the
game Mobile Legends: Bang Bang when playing the
game. Communication has a pattern between players.
Communication pattern is defined as the form or
pattern of relations between two or more people in the
process of sending and receiving messages in the
right way, so that the message in question can be
understood (Harrel, 1984)
There are five types of communication networks,
patterns of human interaction Tubbs and Moss, which
consist of:
1. Wheel Interaction Patterns The pattern of
wheel interaction is centered on a central figure
that acts as an intermediary for communication
between group members. So in this network a
leader acts as the center of the group
communication flow. In this pattern the leader
becomes the center so he can freely
communicate with all members. But on the
contrary, members cannot communicate with
other members and must communicate through
leaders.
2. Networks or Interaction Patterns A chain of
chain interaction patterns is a pattern in which
three people can only communicate with the
person next to them. The chain pattern rigidly
follows the formal chain of command.
3. Y Communication Networks or Patterns Y
communication pattern is a pattern that adheres
to a system that is almost the same as a chain
interaction pattern, but in a communication
pattern Y has a middle position that mediates,
but the middle position cannot reach all
members.
4. Networks or Circle Communication Patterns
Circle communication patterns are more
dynamic communication patterns in the
dissemination of messages, because each
person is connected and can communicate with
each other with two people next to him.
5. All Channel Communication Networks or
Patterns the All Channel pattern is a pattern that
has open channels, so this pattern allows
everyone to communicate with anyone, this
pattern is the most flexible pattern.
The process of communication patterns is an
interaction process. Each player interacts with each
other at the time before starting the game, during the
game, and after the game. (Littlejohn, Foss, 2009)
According to Bales, analysis of the interaction
process consists of six categories namely:
1. If each group member does not provide enough
information to each other, then the group will
experience "communication problems".
2. If each group member does not give each other
opinions, the relevant group experiences an
"evaluation problem".
3. If each group member does not ask each other
and give advice, the group will experience
"supervision problems"
4. If each group member cannot reach an
agreement they will get a "decision problem"
5. If there is not enough dramatization there will
be a "tension problem" 6. If group members are
unfriendly and friendly, there will be
"reintegration problems", which means that the
group is unable to rebuild "our feelings" or
cohesiveness.
Many game players today are in the category of
game addiction. Addiction or addiction is a physical
dependence on an anesthetic. In general, this
addiction increases tolerance to anesthetic, physical
and psychological dependence, and also adds to the
symptoms of seclusion from the community if the
drug is stopped. But Keepers said that the definition
of addiction then began to shift by including some
behaviors that did not contain intoxicants such as
video game play, compulsive gambling, overeating,
and television viewing. Online game addiction is one
ICT4BL 2019 - International Conference on IT, Communication and Technology for Better Life
54
type of addiction caused by internet technology,
better known as Internet Addictive Dissorder. As
stated that the internet can cause addiction, one of
which is Computer Game Addiction (excessive
playing games) (Doktersehat, 2019)
Social motives are important to get an idea of the
behavior of individuals and groups David McClelland
(in Robbins, 2001) in his theory McLelland's
Achievement Motivation Theory or McClelland's
achievement motivation theory suggests that
individuals have potential energy reserves, how this
energy is released and developed depends on the
strength or motivation of individuals and situations
and opportunities available. This theory focuses on
three needs, namely the need for achievement
(achievement), the need for power (power), and
affiliate needs. Each individual has their own needs
according to their character and mindset. In its
implementation, someone who tends to have one of
the high needs on the three diastas needs will be more
suitable for one particular position in a job.
According to WHO (World Health Organization)
the first thing that can be measured from people who
are addicted to the game is from the frequency of
play, even the duration can be increased day by
day.(“5 Ciri Kecanduan Game,” n.d.) These addicts
cannot control their habit of playing games. Online
game addicts over time experience changes in
communication. The pattern of interpersonal
communication also changes. Initially
communication was carried out directly in "internet
cafes" but now communication patterns are carried
out through chat rooms. Starting from making game
tactics, choosing playmates, and conveying
everything about the game through other apps.
3. CONCLUCION
Communication patterns that occur based on the
results of observations and interviews with
informants are 5 All Channel Communication
Networks or Patterns the All Channel pattern is a
pattern that has open channels, so this pattern allows
everyone to communicate with anyone, this pattern is
the most flexible pattern. Each other is free to express
what they choose to be heroes. They fight each other
in the chat room if they are having trouble facing the
enemy. They are also free to comment on the skills
and tactics used by each other. So, no one is the most
powerful or most in control in terms of interpersonal
communication. Before playing they first do
interpersonal communication by apps like Whatsapp
or Line Group. Then, when the war starts, personal
communication is carried out in the chat room. The
chat can be disabled or turned on depending on the
game's initial agreement. Can be arranged for
communication only through chat, or by voice. So the
interpersonal communication they do is an agreement
at the beginning. If according to them there is a "toxic
people" they immediately agreed to turn it off.
However, it is possible to be revived. Only then will
they continue to communicate no longer through the
chat room but through Whatsapp ori Line Group.
The study was conducted through interviews and
observations to informants. The motivation stage is
the initial stage and the factors that exist in someone
who moves and directs their behavior to meet certain
needs. In this case the individual seeks to improve the
ability that is in them to meet the needs of those in an
online game. In this motivation stage, the informants
had different experiences in terms of the initial
decision as to why they started and chose to play
online games, especially Mobile Legends Bang Bang
game. Based on the results of observations and
interviews conducted at each informant, on average
they started playing online games from an early age
when they were in school.
Interviews show that informant has participated in
playing games since the first season or second season,
which is around 2017 until 2019 now. Starting from
campus friends and even home friends who
introduced Mobile Legends Bang Bang to the
informants so they became addicted to the game. The
informants play using their own internet quota and
there are also those who use free hotspots just for the
game is not lag. They are interested in Mobile
Legends Bang Bang games for several reasons, some
are interested in existing heroes as well because their
friends are even interested because without removing
real money informants can get all the heroes by using
points in the game.
Informants feel happy when playing games.
According to them, it felt like it was very exciting
when they first downloaded the game, when they
downloaded it immediately invited their friends to
play and set the strategy. Making the strategy is a
satisfaction for the informants. Strategies must be
made precisely by communicating through chat
menus between team members when choosing what
type of hero to use, mage, assassin, tank, marksman,
fighter, or support. Then after that communication is
also done to determine what hero to use from these
types. Heroes including Tank types include Tigreal,
Franco, Minotaur, Akai, Hylos, Hilda, Grock, and
Lolita. Some of the heroes including the Marksman
included Bruno, Clint, Layla, Miya, Moskov, Roger,
Irithel, and Yi Sun-shin. Heroes included in the types
Interpersonal Communication Behavior Online Game Addict: Case Study on Mobile Legends Bang Bang Online Game Addict in South
Tangerang, Indonesia
55
of tanks are Balmond, Bane, Yun Zhao, Alucard,
Freya, Chou, Sun, Alpha, and Ruby. Hero Mage
consists of Nana, Eudora, Karina, Gord, Alice, Zhask,
Pharsa, and Kagura. Support heroes include Estes,
Diggie, and Rafaela, and hybrid Support heroes such
as Minotaur, Lolita, and Nana. Hero which includes
assassin types namely Alucard, Fanny, Hayabusa,
Karina, Natalia, Helcurt, Saber, and Yun
Zhao.(Esportnesia, 2019)
The purpose of informants playing online games
is to entertain when they are free and fill their free
time immediately after work. Their duration play time
starts from one hour to six hours a day. The reason
they are addicted is because they are required to set
the strategy when playing. The brain is used when
making a strategy so it's not just playing normally.
Besides that because the game can be used together
with friends and this game if you lose, the rank will
drop. Therefore, the tactics of informants are needed
in playing so that they continue to have a safe rank.
Even as much as possible the rank must go up
continuously to feel their achievement as a player.
Communication patterns that occur based on the
results of observations and interviews with
informants are 5 All Channel Communication
Networks or Patterns the All Channel pattern is a
pattern that has open channels, so this pattern allows
everyone to communicate with anyone, this pattern is
the most flexible pattern. Each other is free to express
what they choose to be heroes. They fight each other
in the chat room if they are having trouble facing the
enemy. They are also free to comment on the skills
and tactics used by each other. So, no one is the most
powerful or most in control in terms of interpersonal
communication. Before playing they first do
interpersonal communication by apps like Whatsapp
or Line Group. Then, when the war starts, personal
communication is carried out in the chat room. The
chat can be disabled or turned on depending on the
game's initial agreement. Can be arranged for
communication only through chat, or by voice. So the
interpersonal communication they do is an agreement
at the beginning. If according to them there is a "toxic
people" they immediately agreed to turn it off.
However, it is possible to be revived. Only then will
they continue to communicate no longer through the
chat room but through Whatsapp or Line Group.
Mobile Legends Bang Bang can be a medium of
interaction according to informants because they can
add friends from online games, besides that there are
also chat facilities. Some people from informants
even arrived at a community or special Mobile
Legends Bang Bang group. In the community,
discussing among other things, build a hero, how to
play, the latest updates Mobile Legends Bang Bang.
They begin the interaction with members in the online
community with an agreement to play together
between teams or between squads. That way the way
to familiarize yourself with members in the online
community in addition to playing games with them
also gathered together to chat with each other about
games and also about other things.
There are terms in Mobile Legends Bang Bang
which are commonly used in games to interact like
noob, ez, and newbie. Even the terms in the Mobile
Legends Bang Bang game are also used in everyday
life so not only when online. Those who are members
of the squad have also met members in the online
community before. In addition to discussing
strategies, they play other games and observe through
social media such as youtube, exercise, work, and
help their parents. So they also continue to interact
with the real world, not only when playing games and
not just playing games. The way they familiarize
themselves with the environment outside the game is
by drinking coffee together, discussing, and gathering
together by ordering food together.
ACKNOWLEDGEMENT
Finally, thanks to my parents, my lovely husband, my
kids, for their continuous support and encouragement
for this paper.
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Littlejohn, S W. Foss, K A. 2009. Jakarta: Salemba
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