Virtual Communication Patterns in the Genshin Impact Online Game
Community: Descriptive Study of the 4NEMO Player Group
Ria and Danang Trijayanto
a
Communication Studies, Universitas 17 Agustus 1945 Jakarta, Indonesia
Keywords: Virtual Communication, Group Communication Pattern, Online Game, Genshin Impact.
Abstract: The development of internet technology has created a new virtual communication that requires digital
communication media as a means of communication. Virtual communication occurs in the online game
Genshin Impact where there is a Co-op feature that forms groups of four players. 4NEMO is a group of
Genshin Impact players who actively engage in virtual communication to help each other. This study aims to
determine virtual communication in the Genshin Impact Online Game community with a descriptive study on
the 4NEMO player group. The method used is descriptive qualitative with data collection through interviews
and observation. The results of the study found that virtual communication occurred in the 4NEMO player
group. The media used by 4NEMO are chat and emoji features. The purposes of virtual communication are
to get information, discuss playing strategies, build personal closeness, and add relationships. There are
obstacles in carrying out virtual communication, namely limited media and devices, poor signals and
differences in language and use of terms. Regarding group communication patterns, the communication
pattern that occurs in the 4NEMO is a circle pattern.
1
INTRODUCTION
In an era of rapidly developing technology, the
internet has become the main foundation for
change in various aspects of human (Prasetya &
Marina, 2022). The internet, as one of the main
technological innovations, has created a global
network that changes the way we communicate,
search for information, do business, work,
socialize, and even play online games (Tayibnapis,
2021).
New media or the new media era is a direct
result of advances in internet technology (Prasetya
& Marina, 2022). This era describes the process of
connecting various digital media via the internet
network. One of the main characteristics of new
media is flexibility in communication, which
allows direct and interactive interaction without
considering distance and time (Mondry, 2008).
One type of new media that is useful as
entertainment that can be enjoyed by internet users
is online games. Online games are a form of new
a
https://orcid.org/0000-0002-6678-7147
media that is very popular throughout the world,
including in Indonesia (Winarti, 2021). The
emergence of online games as part of new media
has changed the way we communicate and interact
in different contexts (Tayibnapis, 2021).
Online games are games played via a Local
Area Network (LAN) or internet network. The
rapid increase in online game users in Indonesia
reached 73.7 percent of the total population or
around 196.7 million people (Susanti et al., 2023).
This reflects much faster growth than Indonesia's
population growth of only 16.1% (Rahman, 2018).
Data published by idntimes.com in 2019 shows
that Indonesia ranks 17th as a country with the
number of active online game players which shows
rapid growth in the country (Winarti, 2021).
Human social life relies heavily on
communication, and virtual communication via
the internet has become an important part of social
interaction (Winarti, 2021).
Virtual communication is the process of
sending and receiving messages through
interactive cyberspace (Tankard & James, 2014).
Ria, . and Trijayanto, D.
Virtual Communication Patterns in the Genshin Impact Online Game Community: Descriptive Study of the 4NEMO Player Group.
DOI: 10.5220/0012580600003821
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 4th International Seminar and Call for Paper (ISCP UTA ’45 JAKARTA 2023), pages 59-65
ISBN: 978-989-758-691-0; ISSN: 2828-853X
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
59
Internet media is the main tool in this virtual
communication. In the world of new media, online
games such as Genshin Impact have become a very
popular form of virtual communication. Based on
data from AppMagic as quoted on Gamewrk.com,
it is stated that there are a lot of Genshin Impact
players in Indonesia and are even in 4th position as
the country with the most Genshin Impact players
in the world (Fadhil, 2022). Since it was first
released in September 2022, Genshin Impact has
been downloaded by 6,857,493 people, which is
even higher than Japan's 6,054,229. This high
number of users is because Genshin Impact has
several advantages compared to other online
games, including an ambitious story and world
setting, an abundant character roster, and many
gameplay mechanisms (Fadhil, 2023).
Genshin Impact is an online game based on free
role playing games that has an open world concept
(Putra, 2022). The open world concept in Genshin
Impact allows players to enter the world of other
players so that there is a process of interaction and
communication between players. Genshin Impact
also facilitates communication, both verbal and
non- verbal. The way to communicate verbally in
Genshin Impact is through the chat feature or live
chat in the Genshin Impact application. This
feature can take place in real time where chat
occurs directly at the same time by simply pressing
the chat feature, then writing and sending
messages or information to other players
(Mundogenshinimpact.com, 2023).
Non-verbal communication can be conveyed
through the emoji feature available in the chat
feature where players only need to choose an emoji
that can describe their feelings or message, then
send the emoji to the person they are talking to.
Apart from that, non-verbal communication can
also be done through the movements or gestures of
the character being played. Virtual communication
also often occurs in the context of groups of online
game players (Safitri, 2020).
In the Genshin Impact game, one world can
contain four accounts simultaneously. This is
called the Co-op feature which functions to help
each other and play together to support fun and
happiness. In games played in groups,
communication and cooperation between group
members is very important. Player groups such as
4NEMO which consist of members with diverse
backgrounds have created close relationships
through virtual communication. Despite existing
language and cultural differences, virtual
communication in these groups remains effective
and productive. Based on the background
explanation above, the researcher is interested in
conducting research entitled "Virtual
Communication Patterns in the Genshin Impact
Online Game Community (Descriptive Study of
the 4NEMO Player Group)". This research will
reveal how internet technology and online games
have changed human communication patterns in a
virtual context. This research will highlight the role
of virtual communication in forming relationships
in groups of online game players, such as 4NEMO
and how differences in background do not hinder
effective communication in cyberspace. Thus, this
research will provide deeper insight into the role of
virtual communication in the new media era and
how it influences relationships between individuals
in groups of online game players.
2 LITERATUR REVIEW
2.1 Computer Mediated
Communication Theory (CMC)
CMC is an abbreviation of "Computer Mediated
Communication" in Indonesian, which can also be
interpreted as "Computer Mediated
Communication". The field of CMC research has
only existed since 1987. Regarding the concept of
"computer" in the context of "communication,
media and culture", we do not just mean "PC" or
"laptop"; what is meant is anything that runs on a
computer, such as a PDA, smartphone, tablet, and
the like. In simple terms, CMC refers to any
interaction between humans that is mediated by or
occurs through the use of computers (Herring
dalam Budiargo, 2015).
The CMC pattern allows the communication
process to take place using various computer-based
means accompanied by network support and
internet devices. CMC can also be implemented
with digital applications that realize the activities
of reading newspapers online, playing virtual
online games, discussing remotely, and making
long-distance buying and selling transactions
(Arnus, 2015).
CMC coverage consists of a chat feature
system, world wide web (www) sites, text, photos,
audio video, social networks, and virtual games.
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Online games or games are part of the scope of
CMC because online games take place
accompanied by a communication process between
players which generally takes place through chat
message and voice chat features (Khairunnisa,
2020).
This means that in online games there is a
communication process using computer-based
facilities that provide communication features. In
the past, playing games with friends had to be done
directly and face to face, but CMC allows playing
online games together without any distance and
time restrictions where communication in online
games can occur anywhere and at any time as long
as it is mediated by computer-based means.
2.2 Virtual Communication
Virtual Communication is communication or the
process of sending and receiving messages that
cannot be separated from internet media as a
communication tool (Winarti, 2021).
Virtual communication is a meeting or social
interaction that occurs on the internet where each
individual brings a message in the form of an issue
that will be conveyed or discussed virtually by
involving feelings and thoughts, as well as the
formation of relationships (Ananda et al., 2022).
One form of new media virtual communication
is online games. In online games, virtual
communication occurs through the exchange of
messages between players with goals generally
related to the game. Virtual communication in
online games has special characteristics where
every communication that occurs involves special
words and terms that only player members
understand (Ananda et al., 2022). Virtual
communication in online games is different from
direct communication because it involves unique
non-verbal communication using media such as
roleplayers, stickers or emoticons.
2.3 Group Communication
Group Communication is an interaction process
that usually occurs when two or more people are
involved, often doing so in small groups, where
their individual communication styles can be
observed and discussed directly. Any interaction
between a communicator and more than two
listeners is considered group communication
(Harapan, E. & Ahmad, 2014).
In cyberspace, group communication is also
called a virtual community, which is a group
communication medium formed from various
motives such as similar interests, skills, work,
hobbies and the like. Similarity or uniformity of
interests is a factor that encourages group
communication so that a virtual community can be
created. The aim of this virtual group
communication can be to develop information,
share knowledge, and for joint mobility (Nurhaliza
& Fauziah, 2020).
2.4 Communication Patterns
Communication patterns are strategies for
conveying messages from sender to recipient with
the aim of optimizing the communication process.
So that the nature of two-way communication is
clear, namely for feedback or reciprocity
(Ngalimun, 2018). Devito (2013) identified five
different communication patterns that are
commonly used to communicate in work groups,
namely as follows: (1). Wheel Pattern, In this
pattern, information is conveyed through one
individual who occupies a central or leadership
position. This leader is the person who
communicates with all group members and is the
main source of information. Other members must
communicate through the leader if they want to talk
to other members. (2). Chain Pattern, this pattern
allows information to be conveyed between
members in a more balanced way. Even though the
two people at the end of the chain only talk to each
other, information can flow more evenly. Leaders
in this pattern have trust in other members to
convey information. (3). Y Letter Pattern, In this
pattern, the source of information initially comes
from one individual (number 1), but this individual
can use himself or other members to spread
information to other members. This involves
delegation and delegation of authority within the
group. (4). Circle Pattern, This pattern is a more
closed version of the continuous pattern. All group
members talk to each other without the presence of
a leader. Information is evaluated by the member
who received the last message. (5).
Star/Comprehensive Pattern (All Channel). In this
pattern, all members and leaders have the same
opportunity to convey messages or information. It
is often used in meetings or group discussions,
allowing free participation from all members.
Virtual Communication Patterns in the Genshin Impact Online Game Community: Descriptive Study of the 4NEMO Player Group
61
2.5 Online Game
Online games are a type of computer game that
uses an internet connection and a computer in the
form of a modem and cable connection. Online
games are provided as an additional service from
the internet which can be accessed directly through
the system provided. Playing online games can be
done with other people we don't know or with our
own friends. Along with advances in information
technology and the internet, online games or also
known as online games have become a new
commodity that is increasingly popular throughout
the world. Online games are games played via a
local computer network (LAN) or internet network
(Ahdiyat & Irwansyah, 2018). Online games are a
form of digital innovation in the form of creative
games that are easy to access, only requiring
internet reliability (Kusumawardani, 2017).
This has also caused public interest and
attention to online games to increase. Moreover,
online games have a wide market and are multi-
segmented, where online games target all segments
of society, both men and women, as well as young
people and adults (Trijayanto, 2018).
3 METHODS
This search uses a descriptive qualitative research
method, namely research that attempts to collect
data directly in the field. To obtain the data,
observation and interviews with sources are
required. That way, researchers can present and
describe data regarding virtual communication in
the Genshin Impact online game community
carried out by the 4NEMO player group.
According to Sugiyono (2017) a qualitative
research approach is a research and understanding
process based on methods that investigate social
phenomena and human problems. In this research,
researchers create an in- depth picture, examine the
respondents' views in detail and conduct studies in
the natural environment. The research object is the
object or topic that is the focus of the research that
you want to research or that you want to study. The
object studied is a group of players called 4NEMO.
The player object studied was a group of players
called 4NEMO and the names of the players are
Haya Aisyah Nur Ramadhan, Rifda Anindya
Hidayati, Fitrah Angio, and Rima. The four
4NEMO members work together to optimize the
Co-op feature to help each other and play together
to support fun and happiness.
This play group has been around for a year and
is going well. This group is routinely active in
playing Genshin Impact and collaborates in
completing game missions. In fact, this playing
group gets along well and has personal
relationships between members, both in the game
and outside the game.
According to Miles and Huberman, research
analysis activities consist of three streams of
activities that occur simultaneously, namely: (1).
Data reduction, Selecting the data results obtained
from the interview process to four informants. (2).
Data Presentation, linking data results with
theories related to CMC theory, virtual
communication, and virtual communication
patterns. (3). Drawing Conclusions, Summarize
and present conclusions from research results and
limiting it to just focusing on answer formula
questions the problem is how to pattern it virtual
communication in the community virtual Genshin
Impact namely 4NEMO player group.
Qualitative research requires testing the validity
of the data which can be done using several steps,
namely triangulation. In this research, the
researcher carried out triangulation by means of
source triangulation by interviewing four
informants (Abdussamad, 2021).
4 RESULTS AND DISCUSSION
Genshin Impact is a free action role- playing game
developed by the Chinese Company, MiHoYo. The
game has been a huge success in recent years and
made significant profits in just a month after its
launch. Genshin Impact offers a stunning
adventure experience with very impressive
graphics. The game has a variety of elements
including complex combat and puzzles that allow
players to choose how to face the challenges. One
of the main advantages of this game is the high
quality graphics and stunning visual appearance.
Genshin Impact also makes things easier for
beginners with a character guide called Paimon that
guides players through in- game concepts and
combat (Clinten, 2020).
4NEMO is a group of Genshin Impact players
consisting of four people who share the same
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interest in characters with Anemo powers. They
have been playing together for a year, are active in
the game, and have a strong relationship between
the members. The group uses the Co-op feature in
the game to work together to complete the game's
missions. This reflects how Genshin Impact allows
players to collaborate and interact in a more
immersive gaming experience.
4.1 Communication via Computer
(CMC)
CMC theory focuses on interactions between
humans that occur through the use of computers,
emphasizing the role of computer-based tools,
internet connectivity, and digital platforms in
communication. The application of CMC theory
can be seen in virtual communication between the
4NEMO player group, where members use
computer-based devices such as smartphones and
laptops to play Genshin Impact and exchange
messages and discussions related to the game.
CMC covers a variety of digital applications, such
as online games and remote discussions. In the case
of the 4NEMO player group, virtual
communication occurs through the online game
application Genshin Impact.
4.2 Virtual Communication
Virtual communication is a form of exchanging
and receiving messages that relies heavily on
internet-based platforms and new media. Groups of
4NEMO players engage in virtual communication
through individual or group chat features in the
game, character movements, and the use of emojis
or stickers in the online game Genshin Impact.
Virtual Communication Process
Virtual communication in 4NEMO groups relies
on internet connectivity and game features such as
chat, emojis and stickers. Both verbal (chat chat)
and non- verbal (emoji and stickers)
communication as well as moving characters are
used for their interactions.
Purpose of Virtual Communication
The 4NEMO group uses virtual communication to
achieve various goals, such as getting information
about the game, discussing and developing playing
strategies, and building member relationships and
closeness. Exchanging information about game
characters, tips, storylines, weapons, and battle
strategies is the main goal. Strategy discussions
focus on building an effective team, utilizing
character strengths, and overcoming the game's
enemies.
Barriers to Virtual Communication
Common barriers include limited communication
tools in games, problems related to limited media
and devices, poor signals and differences in
language and use of terms between group members
can also be barriers to virtual communication.
4.3 Communication Patterns in Groups
The formation of 4NEMO player groups occurs
randomly through the game's Co-op feature, where
members introduce themselves, play together, and
ultimately form bonds based on the same character
preferences, namely wind-powered (Anemo).
Communication in groups is characterized by a
circle communication pattern, where all members
participate equally, and there is no formal leader-
subordinate structure. The group aims to help each
other and expand their social relationships, both
inside and outside the game. This research
describes and analyzes the phenomenon of
communication in the world of online gaming with
a focus on the game Genshin Impact and a group
of players known as 4NEMO. Within the
framework of Computer Mediated Communication
(CMC) theory, this research explains how virtual
communication is a key aspect in the online
gaming experience that facilitates interaction and
information exchange among 4NEMO players.
CMC, as stated by Herring (in Budiargo, 2015), is
a theory that discusses communication that occurs
through computer technology devices, where
messages are conveyed via digital media. This
research applies the CMC concept to the context of
online games with an emphasis on the game
Genshin Impact. In this game, players use
computer-based devices such as smartphones and
laptops and interact through in-game features, such
as chat rooms and emojis or stickers to exchange
information, discuss and communicate with fellow
players.
Genshin Impact is a typical example of an
online game that provides communication features
that allow players to interact in a virtual
environment. The game was developed by
MiHoYo and released globally in 2020, with a
large number of players from various countries
getting involved in its fantastic adventure in the
world of Teyvat. Genshin Impact combines
Virtual Communication Patterns in the Genshin Impact Online Game Community: Descriptive Study of the 4NEMO Player Group
63
elements of action, adventure, puzzles and gives
players the freedom to explore the game world and
interact with other players. Basiclly, virtual
communication in Genshin Impact is about
exchanging game-related information,discussing
strategies, and building personal relationships
between players. Understanding characters, game
tips, storylines, weapons, and battle strategies are
some of the goals of communication in player
groups like 4NEMO. This communication involves
verbal messages via chat as well as non-verbal
messages via emojis, stickers and character
gestures in the game.
However, there are a number of obstacles faced in
virtual communication. One of them is limited
media and devices, poor internet signal problems,
and differences in language and use of terms. The
first two obstacles are limited media and devices
and poor signals in the Genshin Impact game
which can result in players going "AFK" or away
from the keyboard, which disrupts the progress of
the game, causes a shortage of players, and makes
the team lose. To overcome this problem, players
often have to pause the game temporarily, find
alternative communication channels outside the
game and cool down their devices.
Communication patterns in Genshin Impact
player groups, such as 4NEMO, tend to be circular
without a clear hierarchy. This means that each
group member has an equal position and actively
participates in communication. This pattern is in
line with group communication theory which
describes how communicators and communicants
work together to create effective communication
relationships (Oktaviana & Widayatmoko, 2019).
In order to achieve their virtual communication
goals, groups of players such as 4NEMO use the
features provided by the game, such as the Co-op
mode and chat messaging features to work together
in the game and expand their social networks. This
research also shows that shared interests in games,
such as liking characters with Anemo (wind)
powers, can be an important factor in forming
groups of players in cyberspace (Nurhaliza &
Fauziah, 2020). In general, this research indicates
how CMC and virtual communication play a role
in the context of online gaming, with Genshin
Impact as a case study. This also underscores the
important role of computer-based devices and
digital media in facilitating communication
between players.
Challenges and strategies for overcoming
communication barriers, as well as communication
patterns within player groups, are also the focus of
this research.
Thus, this research makes a
valuablecontribution to understanding how
communication through online gaming influences
players' social interactions and gaming
experiences.).
5 CONCLUSIONS
Based on the results and discussion of research on
virtual communication patterns conducted by
4NEMO in the game Genshin Impact, it is a group
that utilizes or uses computer, smartphone and
laptop-based technology to carry out virtual
communication processes. Virtual communication
has four objectives, namely to obtain information
about the game, discuss playing strategies, build
personal closeness and increase relationships and
close trust between members. On the other hand,
there are three obstacles to virtual communication,
namely limited media and devices, poor signals
and differences in language and use of terms. In
connection with the results of research data
analysis, it can be concluded that the virtual
communication formed in the 4NEMO group is a
circle communication pattern. The circle
communication pattern is a communication pattern
where there is no leader in the 4NEMO player
group in the online game Genshin Impact.
Several suggestions can be made. First, for the
4NEMO player group, it is recommended to
maintain the smoothness of well-formed virtual
communication and consider achieving larger
goals, such as taking part in competitions,
considering the potential for strong teamwork in
this group. Second, for Genshin Impact developers,
it is recommended to continue developing
communication features in this game other than
chat and emoji, such as a voice calling feature to
improve the quality of communication between
players during the game. Third, for future
researchers, it is recommended to explore other
aspects of communication in the online game
Genshin Impact, such as cross-cultural
communication considering that players come
from various countries, as well as to make
comparisons with communication in other online
games to understand the differences in virtual
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communication phenomena in various game.
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