Communication Patterns of TVOZ Squad in the Mobile Legends
Bang-Bang Game in the Ganjar Youth Tournament
Rivaldi and Danang Trijayanto
a
Communication Studies, Universitas 17 Agustus 1945 Jakarta, Indonesia
Keywords: Communication Pattern, Squad
, TVOZ, MLBB, Mobile Game.
Abstract: The development of technology has driven the communication and information technology industry in terms
of gaming. One example is Mobile Legends Bang-Bang (MLBB), where strategy and communication are
crucial for achieving victory. In this research, the author conducted a study on the communication patterns
that occurred within Squad Tvoz during the Young Ganjar Tournament. The purpose of this research is to
understand how group communication patterns are used by members of Squad Tvoz during the game. In this
study, spiral, linear, and circular communication theories were used as theoretical foundations. The research
method used is a qualitative descriptive approach, and data were obtained through observation, interviews,
documentation, and literature review. The results of this research show that there are three communication
patterns used by members of Squad Tvoz: spiral, linear, and circular. These three communication patterns are
employed by Squad Tvoz members in two phases of the Mobile Legends Bang-Bang (MLBB) game: the Back
Stage phase (before and after the game) and the in-game phase (during the game).
1
INTRODUCTION
The development of technology for communication
has been progressing rapidly in the present day, where
the surrounding society is increasingly utilizing
advanced technology. In this modern era, people find
it much easier to convey information or engage in
communication quickly without any barriers. This
can be achieved through electronic media such as
smartphones or laptops equipped with internet
connectivity (Fauziah, 2022).
With the advent of the internet through computer
devices, online games have experienced rapid growth
and attracted the attention of many people. Online
games are no longer limited to specific groups; they
have become a sought-after product for people of all
backgrounds, both male and female, from young to
old. This phenomenon has brought significant growth
to the online gaming industry in Indonesia. In this era,
internet cafes no longer just provide internet access
services but also offer online gaming to their visitors
(Trijayanto, 2015).
Games are a type of creative digital-based activity
that relies on the internet. These digital games are
a
https://orcid.org/0000-0002-6678-7147
very convenient and only require internet
connectivity from the users. Digital gaming is
currently dominated by the younger generation,
known as Generation Y (Millennials), who were born
in the 1990s and 2000s and are very aware of the
current digital developments. One of the digital
advancements currently being widely utilized by
Millennials is not only related to social media but also
to online gaming, and how this digital progress can
provide them with better economic prospects for
themselves and their surroundings (Kusumawardani,
2017).
Indonesia is one of the largest game industry
markets in the world, especially for mobile games or
video games played on mobile phones, tablets, or
consoles. According to a report by We Are Social,
Indonesia ranks third in the world in terms of the
number of video game players. The report notes that
as of January 2022, 94.5% of internet users aged 16-
64 in Indonesia play video games. The Philippines
ranks first with 96.4% of internet users playing video
games, while Thailand is in second place with a
percentage of 94.7%. Vietnam is in fourth place with
93.4% of internet users in the country playing video
games. Following them are India and Taiwan with
84
Rivaldi, . and Trijayanto, D.
Communication Patterns of TVOZ Squad in the Mobile Legends Bang-Bang Game in the Ganjar Youth Tournament.
DOI: 10.5220/0012581200003821
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 84-93
ISBN: 978-989-758-691-0; ISSN: 2828-853X
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
percentages of 92% and 91.6%, respectively (Dihni,
2022).
One of the highly popular online games today is
Mobile Legends. The game features two teams
composed of 5 players each. Mobile Legends is a
strategy game where the two teams compete to
capture the enemy's buildings. The game was
developed by Moonton and was first released in July
2016 for Android platforms in China, Indonesia, and
Malaysia, followed by an iOS release in November
2016. Mobile Legends falls into the MOBA
(Multiplayer Battle Arena) game genre and is one of
the most popular games on the Play Store. It has also
been adapted for mobile devices, allowing it to be
played on smartphones.
The relationship between Squad Tvoz and the
Orang Muda Ganjar tournament illustrates the impact
of Mobile Legends in the gaming community. This
tournament provides a platform for young players to
showcase their skills and compete on a larger scale.
Squad Tvoz serves as an example to other players of
how collaboration and teamwork within a team can
lead to outstanding achievements.
The organizers of the Orang Muda Ganjar event
play a crucial role in bridging the relationship
between Squad Tvoz and the tournament. They not
only create a platform for competition but also
contribute to building a larger gaming community.
This relationship demonstrates that Mobile Legends
is not just about the game itself but also about
connecting people with similar interests.
Based on the research problem, which is "How is
the communication pattern of the Squad Tvoz group
in the 'Orang Muda Ganjar' tournament, and what
factors influence the effectiveness of their
communication in achieving their goals in the
tournament?" This research aims to analyze the
communication patterns used by the Squad Tvoz
group during their participation in the "Orang Muda
Ganjar" tournament.
2
LITERATUR REVIEW
The research on "Communication Patterns of Squad
Tvoz in Mobile Legends Bang-Bang Game During
the Orang Muda Ganjar Tournament" shares
similarities with previous research in that it focuses
on examining communication that occurs within the
Mobile Legends Bang-Bang game. Although the
research objects in each previous study may have
been different, they all shared a common research
goal, which is to understand and describe the
communication processes that occur within the
Mobile Legends Bang-Bang game. All previous
studies utilized a qualitative descriptive method,
collecting data through observations, interviews, and
documentation.
However, there are differences between the
research on "Communication Patterns of Squad Tvoz
in Mobile Legends Bang-Bang Game During the
Orang Muda Ganjar Tournament" and previous
studies. The primary difference lies in the research
object and the research outcomes. This research
specifically focuses on the communication patterns
directed towards Squad Tvoz during their
participation in the Orang Muda Ganjar tournament.
As a result, the research outcomes are expected to
differ because each study involves a different
research object.
In conclusion, the similarity between this research
and previous studies lies in the focus and
methodology used. However, a significant distinction
exists in this research due to its unique research
object, which is Squad Tvoz in the context of the
Orang Muda Ganjar tournament. This uniqueness
contributes to the novelty of the research object and
expected research outcomes.
2.1 Group Communication
According to Yuni Retnowati (2008:200),
communication can bring about changes in an
individual. This condition aligns with the definition
of communication as presented by Janis, Hovland,
and Kelly, where communicators present stimuli
(typically in verbal form) to change the attitudes of
others. Each individual, when communicating, brings
specific beliefs, experiences, attitudes, and values
acquired and learned through interactions with others
and their surrounding environment. The experiences,
values, attitudes, and beliefs held by an individual
determine how they communicate.
When defining interactive communication, each
party involved in the communication should have a
clear understanding of their respective roles and
responsibilities, as well as an understanding of each
other's needs and what needs to be offered. Failure to
adhere to these conditions can lead to errors that may
result in losses for both parties involved. In group
communication, every member can recognize and
respond to feedback from other members directly and
in real-time (Haryanto, 2015:251).
As for the definition of a group, it refers to a
collection of individuals who share a common
direction, relate to one another to achieve a common
goal, understand each other, and see themselves as
part of the group, even though each member may have
Communication Patterns of TVOZ Squad in the Mobile Legends Bang-Bang Game in the Ganjar Youth Tournament
85
different roles. Examples of such groups include
neighbors, family, close friends, playgroups, debate
groups, and groups with shared hobbies. Therefore,
group communication generally refers to
communication conducted within a group, often
involving face-to-face interaction. Feedback from
one member in group communication can still be
recognized and responded to immediately by other
members (Deddy Mulyana, 2015:82).
Most roles in group communication are
counteractive, where communication can cause group
members to stray and become indifferent. However,
communication can also guide group members back
on the right path when reminded by other group
members. But the results of research show that group
communication can play a promotive or supportive
role, with group members actively participating in
discussions and agreeing on decision-making
functions (Kurnia Arofah, 2013: 41).
2.2 Communication Patterns
According to Stuart, the root word of communication
is "comunico" (to share). It then evolved into the
Latin word "communis" (to create commonality or
build a sense of togetherness between two or more
people). Therefore, communication at its core
involves sharing, commonality, or understanding, and
a message. Thus, the fundamental process of
communication occurs when a message (information)
is shared with others, and the message aims to
establish common understanding. Communication
can effectively proceed if the receiver comprehends
the message they receive. In reality,
misunderstandings often occur when individuals fail
to understand each other. The main source of such
misunderstandings in communication typically arises
from how the receiver perceives a message
(information) differently from what the sender
intended, often because the sender fails to
communicate the meaning accurately (Nurudin,
2016:8).
According to B. Fisher, a communication pattern
or model is an abstraction that represents and
illustrates one or more of the characteristics, nature,
components, or significant elements of a phenomenon
that it models. In other words, a model is a simplified
explanation or implication of theory. Essentially, a
model is a theory that has been simplified (Deddy
Mulyana, 2015:132).
From the perspective of Sereno & Mortensen, a
communication pattern is an appropriate explanation
of what is needed to achieve effective
communication. Communication patterns provide an
abstract representation of all significant features and
eliminate unnecessary details in the everyday
activities of communication (Mulyana, 2016:132).
The theoretical functions of communication patterns,
according to Wizeman & Larry Barker, include
describing the communication process, showing
visual connections, and assisting in identifying and
resolving communication breakdowns (Nurudin,
2016:218).
Although several communication patterns have
been created to simplify understanding of the
communication process, communication scholars
believe that there is no single ideal communication
pattern. Instead, different patterns can complement
each other. In this research, the researcher uses three
major types of communication patterns or models,
which are commonly found in various reference
books the researcher has read. These patterns are:
Linear Communication Pattern
The term "linear" refers to a straight line representing
a direct progression between points. In the context of
communication, it reflects the delivery of a
message/information to the ultimate recipient. This
type of communication typically occurs directly but
can also occur through media (Supratman, 2018).
One view of the linear communication pattern is
that the receiver is passive and simply accepts
information as presented by the communicator. On
the other hand, the communicator is highly active
when delivering a message or information. From a
paradigm perspective, the linear communication
model is based on the Stimulus-Response (SR)
paradigm, where the medium responds based on the
stimulus it receives. This means that the
communicator (stimulus provider) presents a message
that is expected to elicit a response from the receiver.
A response can only occur if a stimulus is sent;
otherwise, there will be no response (Nurudin, 2016).
Ultimately, the recipient remains passive and
merely listens, while the medium becomes more
active (in interpersonal communication between two
people, distinguishing between who is active and who
is passive is not as clear-cut). This modeling was
particularly influential in the early development of
communication science, especially during a time
when mass media played a dominant role.
Circular Communication Pattern
The circular pattern of communication, often used to
describe communication stages, was developed by
Wilbur Schramm in 1954. This communication
model demonstrates that communication is a dynamic
process in which messages are sent in two steps,
namely decoding and encoding (Cangara, 2018).
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When someone decides on the words or sentences
to speak or write, they engage in encoding. Encoding
involves selecting various symbols in a person's
mind, which are then applied. On the other hand,
decoding is the stage in which the medium receives
information from the sender (who performed
encoding). This means that the exposure to
information is followed by reactions that occur after
receiving the information (Nurudin, 2016).
Wilbur Schramm developed a series of
communication patterns or models, starting with
simple human communication patterns and
progressing to more complex ones that attempt to
anticipate the experiences of two different people
trying to communicate. The circular communication
pattern is described as a relationship between two
individuals.
Spiral Communication Pattern
According to Nurudin (2016), the stages of
communication continue indefinitely. In the spiral
communication model, previous messages can
influence current communication, and the type of
information being conveyed can affect subsequent
communication. This ongoing and mutually
influencing communication is referred to as the spiral
communication pattern or model. Frank Dance
published this model in 1967, known as Dance's
Helix.
Dance argued that assuming the communication
process goes in a full circle back to exactly the same
starting point is incorrect. The part that describes this
circular process is flawed. For Dance, a
communication pattern similar to the circular
communication model was considered wrong because
it leads to stagnation and only revolves around certain
points.
However, the communication process is, in fact,
continuously moving. The spiral communication
pattern or model attempts to illustrate how
communication factors change within a
communication mechanism. In essence, the
communication process is a dynamic mechanism with
no end point, similar to the development and
advancement of communication technology. Frank
Dance's fundamental theory is that communication
stages can evolve from small to larger and keep
progressing and moving (Nurudin, 2016).
The stages of communication begin with a very
small base and continue to grow to an ultimate high
point. This very small base can continue to influence
subsequent communication stages until reaching the
highest point. For example, in a workplace context,
when a new employee starts working at an
organization, they have no prior experience.
However, over time and through social interactions
with employees who have been at the organization for
a long time, their experiences in the first month affect
their communication and experiences. In the
following months, these experiences continue to
influence the employee's communication and
experiences. Within a year, the employee may have
gained enough experience to teach a new employee.
This process continues endlessly.
2.3 The Theory of Group Achievement
As described by Daryanto & Muljo Rahardjo
(2016:104), is primarily based on the concept of
interaction and has theoretical weaknesses.
Therefore, they provide a theory based on inputs,
media variables, and group effectiveness. This theory
focuses on the following aspects: (1). Member Input,
Social relationships are specific attitudes that involve
a minimum of two individuals. Stogdill explains that
social relationships are a state in which individual A
reacts to individual B, and vice versa, resulting in
their reactions reciprocating. For example, if A
threatens B, and B will withdraw. Relationships
involve actions and reactions, with Stogdill defining
them as the outcomes of actions.
Expectations are a willingness to accept
reinforcement and are a function of drive, estimates
of satisfaction outcomes, and the likelihood of
achieving those outcomes. Outcomes of actions are
related to interactions within the group, such as
cooperation, planning, evaluation, communication,
decision-making, and others, carried out by
individuals as group members. (2). Mediating
Variables, Functions and operations within the group.
Formal structure encompasses interdependent
functions and statuses between actions, interactions,
and expectations. These interdependencies result in
the structure and mechanisms of group work. Role
structure is difficult to distinguish from position, but
according to Stogdill, there are two clear aspects of
roles: authority and responsibility. Responsibility is
the consequence of desired outcomes from an
individual in a position, while authority is the level of
freedom an individual desires to carry out their
position. (3). Group Performance, which is the
group's output: Productivity is the level of change in
attitudes toward the value obtained by the group,
whether positive or negative. Group morale refers to
the accessibility level when forming group goals.
Group morale includes an individual's freedom to
relate, act, reinforce desires, and engage in attitudes
that support the goals. Group cohesion is the group's
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87
ability to maintain its mechanisms and operational
structure in challenging situations. Group cohesion is
reflected in the satisfaction and support of its
members towards leadership and more.
Information within the group flows from input to
output through mediating variables. However, in this
process, there is also feedback, as each aspect is
constantly influenced by other factors.
2.4 The Advancement of Technology in
Online Gaming
has brought significant improvements in player
communication. Several communication aspects that
have seen development in online games include
(Westerlund, n.d.):
Chat and Instant Messaging Features: Chat and
instant messaging features enable players to
communicate directly within the game. Players can
interact, discuss, or coordinate with other players to
achieve goals in the game. This communication can
be done through text, voice, or even video chat,
depending on the features provided in the game.
Multiplayer Modes: Online games generally
support multiplayer modes, allowing players to play
together in a single game. Players can cooperate as a
team or compete against each other in online matches.
Player-to-player communication is crucial in
multiplayer modes, whether for game strategy,
coordination, or social interaction.
Forums and Communities: Many games have
online forums or community platforms that allow
players to interact outside of the game. Players can
share tips, strategies, experiences, or simply chat
about the game. These forums also serve as places for
players to exchange opinions, provide suggestions, or
offer feedback to the game developers.
Guild or Club Systems: In some games, there are
guild or club systems where players can join and
interact with other players who share similar interests
or goals. These guilds or clubs often have specialized
communication features, such as dedicated chat
rooms, internal message boards, or other features that
facilitate communication among members.
Integration with Social Media: Some games
have integrated with social media platforms, allowing
players to share their achievements, scores,
screenshots, or game videos directly to these
platforms. This enables players to communicate with
friends outside the game and expand their social
networks.
Tournaments and Event Streaming:
Tournaments and live event streaming have become
very popular in the online gaming community.
Players can participate in tournaments or watch live
broadcasts from professional players or other online
gaming events. This creates opportunities for players
to interact with other players through live chat or
comments and discuss the matches or events on
communication platforms.
These advancements in communication within online
games have not only enhanced the gaming experience
but also fostered a sense of community among
players, allowing them to connect and interact with
fellow gamers on a global scale.
2.5 Game Online
Game online offers a unique pattern of
communication. Here are some key aspects of Game
communication patterns (Almutazam & Irman,
2022):
Real-Time Communication: One of the major
advantages of online games is the ability to
communicate in real-time with other players.
Through features like chat, instant messaging, voice,
or even video chat, players can interact directly while
playing the game. This allows for collaboration in
teams, strategic planning, coordination, or simply
socializing to enhance the gaming experience.
Multiplayer Modes: Online games often feature
multiplayer modes that enable players to play
together in a single game. Communication patterns in
multiplayer modes play a crucial role in creating a
cooperative or competitive environment. Players can
interact with others, collaborate in teams, compete in
online matches, or even form strong gaming
communities.
Online Forums and Communities: Online games
frequently provide forums or online community
platforms separate from the game itself. Players can
join these forums to discuss, share tips, strategies,
experiences, or simply interact with other players
who share similar interests. This creates a space for
exchanging opinions, providing suggestions, or
receiving feedback from fellow players.
Guild or Club Systems: In some online games,
there are guild or club systems where players can join
and interact with others who share similar interests or
goals. These systems provide more structured and
focused communication features, such as dedicated
chat rooms, internal message boards, or even
dedicated voice channels. This facilitates
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coordination, planning, and deeper interaction among
guild or club members.
Integrated Social Media Features: Many online
games have integrated with social media platforms
like Facebook, Twitter, or YouTube. This allows
players to share achievements, scores, screenshots, or
game videos directly to these platforms. These
features expand players' social networks, enabling
them to interact with friends outside the game or even
attract new interests through shared content.
Tournaments and Streaming: Online gaming
communities often organize popular tournaments or
streaming events. This creates opportunities to interact
with other players through live chat or comments and
to discuss the matches or events on communication
platforms. These communication patterns result in
dynamic experiences and closely connected
communities centered around specific games.
3 METHODS
This research consists of several stages. The first
stage is problem formulation, where the research
focus is determined. The second stage involves the
collection of primary data through observation,
interviews, and documentation. The next stage is the
collection of secondary data, with a focus on literature
studies related to the Communication Patterns of
Squad Tvoz in the game Mobile Legends Bang-Bang.
This data provides a theoretical foundation for the
research. Subsequently, data from both sources will
be comprehensively analyzed. The results of the
analysis will provide insights into the communication
patterns within Squad Tvoz and how it affects
dynamics in the game.
Primary data is the provision of original or
unaltered information from first-hand sources, which
is information obtained directly from sources that are
known as 'First-Hand Information,' i.e., original data
(without any other means) collected by the researcher
to obtain answers to research questions, which can be
gathered from observation sources, interviews with
informants, and documentation, especially from Tvoz
team members. Mobile Legends tells the story of the
relationship between members of the Tvoz Squad. In
the game Mobile Legends, there is a group
communication pattern that corresponds to the
research objectives. The topic is about primary
information regarding the communication pattern of
the Tvoz Squad group in the game Mobile Legends
and the members of the Tvoz Squad group in the
game Mobile Legends.
Secondary data is data collected from available
resources. Secondary data can support primary data.
This information is collected from various literature
sources such as magazines, books, and internet
references. In this research, a number of books and
articles are used to obtain additional information
related to the research topic, which is analyzing the
communication pattern of the Tvoz Squad group in
the game Mobile Legends.
Data analysis techniques in this study use Miles
and Huberman's data analysis technique, which,
during the research activities, is carried out with a
reexamination of documentation and field data. After
obtaining research results about the communication
pattern of the Tvoz Squad group in the game Mobile
Legends, data is presented and conclusions are drawn
about the group's communication pattern from each
member of the Tvoz Squad group in the game Mobile
Legends."
4 RESULTS AND DISCUSSION
A squad is a feature that facilitates players in forming
closer relationships with fellow players, practicing
together, and playing together in a game. This helps
enhance the gaming experience and creates
memorable moments in the game. Squad Tvoz is a
squad that was formed just six months ago, around
November 2022. Squad Tvoz is actually formed from
the spontaneity of friends who like to play Mobile
Legends games after work, as stated by Mr. Deny, the
leader of Team Tvoz. Team Tvoz was formed by Mr.
Deni and several other members when the "Orang
Muda Ganjar" competition was held in Pademangan,
if I'm not mistaken, Tvoz was created 7 days before
the competition started. The advancement of online
game technology has significantly improved player
communication. Communication aspects include
features such as chatting, direct messaging,
multiplayer modes, community forums, guild
systems, social media integration, tournaments, and
streaming events. These features allow players to
interact directly, discuss, coordinate, and share tips.
Multiplayer modes enable teamwork or competition,
while forums and communities support interactions
beyond the game. Guild and club systems provide
specialized chat rooms, and social media integration
expands social networks. Tournaments and streaming
events are popular in the gaming community,
facilitating chat and discussion. Online game
technology enriches the gaming experience, expands
social networks, and enhances the gaming
community.
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89
The roles of Tvoz squad members are as follows:
Aries Maulana as a coach (responsible for analyzing
the game and team drafts), Deny Afriansyah as the
leader (responsible for giving commands to the
members), Bono as the Exp Laner (serving as the
Front Liner), Bintang as the Jungler (responsible for
objectives and assisting other lanes), Yahya
Tank/Support (responsible for opening the map and
being the team's front liner), and Arip Supriyadi as the
Gold Laner (responsible for dealing damage from the
backline of the team). After the hero selection is
completed, players enter the laning phase, where they
are in the chosen lanes. Players try to gain experience
and gold by killing minions, jungle monsters, or even
enemy players. Team fights and tactics become the
main focus as the game progresses. Effective
communication among team members is the key to
success in executing planned tactics. Players must
cooperate to perform coordinated attacks (ganks),
maintain map control, and organize efficient team
play. Teams have several main objectives, including
destroying enemy turrets, killing opponents,
controlling specific areas, and taking Lord or Turtle,
which provide strategic advantages. Hero leveling up
becomes crucial, with players gaining experience
from killing enemies and monsters. Items purchased
also play a role in developing the hero's strength.
Intense team fights are the highlight of Mobile
Legends games.
Teamwork, good strategy, and adaptation to
match situations are key factors in winning battles.
The ultimate goal in this game is to destroy the
enemy's Nexus. The team that successfully destroys
the Nexus becomes the winner. Playing Mobile
Legends: Bang-Bang offers competition and
excitement, especially in the context of the "Orang
Muda Ganjar" tournament.
The game continues to be updated to maintain its
appeal and player enthusiasm. After completing the
pre-fieldwork stages, especially those related to
informant licensing and the determination of all
activity requirements for observations and interviews,
the researcher then, at that time, continued to
complete the stages, especially collecting information
or data from the field through conducting further
interviews with informants. The next process is direct
observation in the Basecamp area owned by Squad
Tvoz to directly review the communication
interactions of Squad Tvoz while playing Mobile
Legends. The source of information for the inspection
report was obtained from Squad Tvoz in Mobile
Legends Game through meetings, either in person or
via the WhatsApp application, and screenshots of the
Game profiles of each main player sent to the
researcher.
The information received by the researcher is in
line with the research focus. This research is about the
communication patterns of Tvoz team in Mobile
Legends Game. The following is a description of the
information obtained from the results of information
collected through observations, interviews, and
documents. Based on the results of the data collected
and processed by the author through various stages,
namely data collection, data condensation, data
presentation, as well as data drawing and verification,
the author found communication patterns used by
Squad Tvoz in the "Orang Muda Ganjar" tournament,
namely spiral communication patterns, linear
communication patterns, and also circular
communication patterns that occur in several phases,
namely the backstage phase and the in-game phase.
4.1 Spiral Communication Pattern
Information about the spiral communication model
can be obtained from the books used by the researcher
as reference sources, as well as from several
magazines read by the researcher. The researcher
obtained definitions from these sources, namely that
the spiral communication model is a communication
process that starts from a message or information
medium and transfers it to another communication
medium, eventually becoming a large conversation,
which ultimately becomes a small communication
process. In this research, the form of communication
pattern recognized by the researcher from the
communication process carried out by the research
subjects, the Tvoz group in Mobile Legends Game, is
the spiral communication pattern.
How does the author find information about the
Tvoz group when communicating through the spiral
communication model? This is very easy. This is
what researchers do when their team (members of
Squad Tvoz) communicates behind the scenes while
developing strategies to reach phases in the game.
Each member of Squad Tvoz has the right or opinion
among one another. So, all these members are equal
when giving opinions or suggestions in the allocation
of locations, heroes to be taken, and also heroes to be
banned so that they can be effectively used to counter
the enemy heroes and also facilitate victory.
The different opinions of each member ultimately
lead to a strategy, both in the strategy during draft
pick and also during the movements (rotations) of
each member. The results of the implementation of
this strategy, whether it will run well according to the
initial strategy plan that can win the game or,
conversely, the implementation of the strategy is less
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than expected, showing unsatisfactory results for the
Tvoz Squad. This is in accordance with the theory of
Frank Dance, which explains that communication is a
dynamic mechanism towards a point that is ultimately
unknown. Frank Dance suggests that communication
stages can evolve from small to larger and continue to
develop and move, and this is in line with the theory
(Nurudin, 2016) that communication stages continue
to evolve.
In the spiral communication model, previous
messages can influence current communication, and
the type of information being conveyed can affect
future communication. The continuous and mutually
influential communication mechanism is referred to
as a spiral pattern/model. So, from these points,
information about the communication pattern used by
Squad Tvoz is a spiral communication pattern. Each
member is a communicator who conveys messages to
other communicators (team members) in the form of
opinions, so these opinions become strategies that
lead to something whose final result cannot be known
until the game is over.
4.2 Linear Communication Patterns
Information about the spiral communication model
can be obtained from the books used by the researcher
as reference sources, as well as from several
magazines read by the researcher. The researcher
obtained definitions from these sources, namely that
the spiral communication model is a communication
process that begins with a message or information
medium and transfers it to another communication
medium, ultimately becoming a large conversation,
which then becomes a small communication process.
In this research, the form of communication pattern
recognized by the researcher from the communication
process conducted by the research subjects, the Tvoz
group in Mobile Legends Game, is the spiral
communication pattern.
How does the author find information about the
Tvoz group when communicating through the spiral
communication model? This is very easy. This is
what researchers do when their team (members of
Squad Tvoz) communicates behind the scenes while
developing strategies to reach phases in the game.
Each member of Squad Tvoz has the right or opinion
among one another. So, all these members are equal
when giving opinions or suggestions in the allocation
of locations, heroes to be taken, and also heroes to be
banned so that they can be effectively used to counter
the enemy heroes and also facilitate victory.
The different opinions of each member ultimately
lead to a strategy, both in the strategy during draft
pick and also during the movements (rotations) of
each member. The results of the implementation of
this strategy, whether it will run well according to the
initial strategy plan that can win the game or,
conversely, the implementation of the strategy is less
than expected, showing unsatisfactory results for the
Tvoz Squad. This is in accordance with the theory of
Frank Dance, which explains that communication is a
dynamic mechanism towards a point that is ultimately
unknown. Frank Dance suggests that communication
stages can evolve from small to larger and continue to
develop and move, and this is in line with the theory
(Nurudin, 2016) that communication stages continue
to evolve. In the modeling of the spiral
communication, previous messages can influence
current communication, and the type of information
being conveyed can affect future communication. The
continuous and mutually influential communication
mechanism is referred to as a spiral pattern/model.
So, from these points, information about the
communication pattern used by Squad Tvoz is a spiral
communication pattern. Each member is a
communicator who conveys messages to other
communicators (team members) in the form of
opinions, so these opinions become strategies that
lead to something whose final result cannot be known
until the game is over.
In the communication pattern of Squad Tvoz in
the Mobile Legends Bang-Bang game, we can see the
application of the circular communication theory
developed by Wilbur Schramm in 1954. This
communication pattern describes communication as a
dynamic process that occurs in two steps: encoding
and decoding.
In the context of Squad Tvoz, encoding occurs
when team members choose words or sentences to
communicate during the match. They plan strategies,
give instructions, or share information by formulating
messages to be sent to their teammates. This encoding
process involves the selection of appropriate
communication symbols so that the message can be
understood by all team members.
Meanwhile, decoding occurs when a message sent
by one team member is interpreted and understood by
other team members. The information that was
encoded earlier is then translated by other team
members through the communication devices
available in the game. The decoding process is crucial
because the success of communication depends on
how well the encoded message can be understood by
team members.
The circular communication pattern is also related
to the concept of feedback that occurs in Squad Tvoz.
When team members decode the received messages,
Communication Patterns of TVOZ Squad in the Mobile Legends Bang-Bang Game in the Ganjar Youth Tournament
91
they provide feedback that can serve as a basis for
further planning or strategy adjustments. This process
creates a cycle of communication that continuously
revolves between encoding, decoding, and feedback,
in line with the theory (Nurudin, 2016). When
someone decides on the words or sentences to be
spoken or written, they perform encoding. Encoding
means determining various symbols in the human
mind, which are then applied. On the other hand,
decoding is the stage where the medium obtains
information from the medium (performing encoding).
This means that the exposure to information is
obtained by the reactions that occur after receiving the
information.
In the further development of Schramm's circular
communication theory, the aspect of the unique
experiences of two different individuals in their
communication efforts is highly relevant in the
context of Squad Tvoz. Each team member has a
unique background, understanding, and perception.
Therefore, in communicating, team members need to
understand the context and communication
characteristics of their teammates to ensure effective
communication in the match.
By applying the circular communication pattern
and considering communication theories involving
encoding, decoding, and individual experiences,
Squad Tvoz in the Mobile Legends Bang-Bang game
can ensure more effective and collaborative
communication among team members, thereby
increasing their chances of success in the match.
4.3 Group Achievment
In this research, the author uses group achievement
theory to describe the research findings through
interviews and direct or indirect observations. The
group achievement theory is highly related to group
productivity or efforts to achieve it through input
from members (member input), mediating variables,
and group outputs. Input from group members can be
identified as individual behaviors, interactions, and
expectations. Meanwhile, mediating variables refer to
the formal structures and role structures of the group,
such as status, norms, and group goals. Group output
refers to the achievements or accomplishments of the
group's tasks or objectives (West, Richard & Turner,
2017).
The productivity of a group can be explained
through the consequences of behavior, interaction,
and expectations through group structures. In other
words, behavior, interaction, and expectations (input
variables) lead to formal structures and role structures
(mediating variables), and conversely, these variables
lead to productivity, motivation, and cohesion (group
achievement).
5 CONCLUSIONS
In conclusion, the research titled "Communication
Patterns of Squad Tvoz Group in Mobile Legends
Game" identified two communication patterns used
by Squad Tvoz:
Spiral communication pattern, used by Squad
Tvoz to communicate and strategize during the Back
Stage phase.
Linear (one-way) communication pattern,
employed by Squad Tvoz during the In-Game phase
when the actual gameplay takes place.
Through the analysis conducted with the Group
Achievement Theory, it was found that each member
of Squad Tvoz shares the common goal of elevating
the Squad Tvoz name and becoming professional
players in Mobile Legends. It is highly plausible that
the two communication patterns used by Squad Tvoz
in different phases are effective and directed
according to the roles of each group member.
It is important to note that the research theme of
Communication Patterns in the context of gaming is
still broad and extensive. In Indonesia, there are
numerous gaming groups, ranging from popular ones
to more casual ones. The researcher hopes that
research on Communication Patterns in gaming
groups will continue to expand to further enhance our
understanding that gaming is not merely for
entertainment. Additionally, the researcher
encourages future researchers interested in the field
of Mobile Legends or gaming-related topics to use
this research as a reference.
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