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Understanding the Individual Views and Experiences of Gamers: Guild Wars 2

Silitonga, Andre Damara Parlinggoman and Sulistyani, Hapsari Dwiningtyas (2025) Understanding the Individual Views and Experiences of Gamers: Guild Wars 2. Undergraduate thesis, FAKULTAS ILMU SOSIAL DAN ILMU POLITIK UNIVERSITAS DIPONEGORO.

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Abstract

The gaming subculture is a not so looked into subculture that tends to be admonished from
negative views, more so the subcultures that focus within a genre of video games called
MMORPG’s or Massive Multiplayer Online Role-Playing Game. To understand the inner
workings of said subculture, specifically of the MMORPG variety is to give voice to these
individuals, as the notion to understand is to broaden the knowledge on the various subcultures
that currently exist, none more so than the residents of the online space. Main ideas circulated as
the research focused on the three main points which are Reality, the way individuals within the
subculture of the gaming variety would see it and which one they would prefer more than the
other, Identity, to see how they form such identities- what is the root of the creation of such
identities and how they identify themselves, and Sense of Belonging, how they feel within the
group- sense that they belong where they are and how it became so, which is all answered as
they do find that their preferred reality is the one of real reality, or even not being able to
differentiate, their identity is often found to be who they are themselves without change- or
having it be affected by the roles they are given, and their sense of belonging stems from feelings
of friendly environments and time spent. The research was done through the interview of
individuals and participants who exist within the MMORPG gaming subculture within the game
Guild Wars 2, The 5 participants are individuals who have spent a majority of their time within
the game space and have shared their own experiences to better piece the puzzle that is
understanding the MMORPG communities that exist. The results indicates that the participants
shared experience showing how they are not as glued to their computers as most outsiders would
think, that they feel a sense of belonging within the chosen community, and that they don’t really
change their identity much and still reflect their own self the same as how they would act outside
of the game. This shows that to understand the gaming subculture, we see how they are still
functioning members of society with a heavy hobby of playing such games, still have and chase
their real world aspirations and ambitions, and have identities that go beyond being people who
play games.
Keywords: Identity, Reality, Sense of Belonging, MMORPG
No. 199 Ilmu Komunikasi 2025

Item Type: Thesis (Undergraduate)
Subjects: Social Science and Political Science
Divisions: Faculty of Social and Political Sciences > Department of Communication
Depositing User: diana nirwani
Date Deposited: 03 Jul 2025 04:26
Last Modified: 03 Jul 2025 04:26
URI: https://eprints2.undip.ac.id/id/eprint/34306

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