Mekanisme Pelarian: Alasan Orang Dewasa Menonton Streaming Video Game

  • Syahara Haniq Aini Psikologi
  • Suci Nugraha
Keywords: Escapism, Self-Suppression, Self-Expansion, Video Game Live Streaming

Abstract

Abstract. Individuals can divert themselves from the burden and tension of monotonous routines in various ways, for example by watching others play games through live streaming, which is currently a digital media as entertainment. This research presents an exploration of how audience interaction behavior in video game live streaming arises as a need for individual escapism. Two models of escapism proposed by Stenseng (2009), namely escapism as self-suppression and self-expansion are associated with interactions in live streaming video games to determine the relationship between the two. This study uses a correlational quantitative research design and uses a questionnaire in data collection. The sampling technique used was convenience sampling and involved participants who actively consumed live streaming video games (n = 402). The research instrument used was a questionnaire developed based on the model of Stenseng et al. (2012) which has been adapted into Indonesian and the context of live streaming video games. The results showed that there was a significant positive correlation between the two dimensions of escapism and interaction behavior in video game live streaming. The findings provide an understanding of how individuals use digital media as an individual escape and uncover the psychological aspects behind the interactions that occur in live video game broadcasts and insights for the gaming industry especially the streamer community in broadcasting content as well as how to develop the community and create a more positive experience for the audience.

Abstrak. Individu dapat mengalihkan diri dari beban dan ketegangan rutinitas yang monoton dengan berbagai cara misalnya dengan menonton orang lain bermain game melalui live streaming yang saat ini menjadi media digital sebagai hiburan. Penelitian ini memaparkan eksplorasi mengenai bagaimana perilaku interaksi penonton dalam siaran langsung video game yang muncul sebagai kebutuhan dari pelarian individu. Dua model pelarian yang diajukan oleh Stenseng (2009), yaitu pelarian sebagai self-suppression dan self-expansion dikaitkan dengan interaksi dalam siaran langsung video game untuk mengetahui adanya hubungan antara keduanya. Penelitian ini menggunakan desain penelitian kuantitatif korelasional dan menggunakan kuesioner dalam pengambilan data. Teknik sampling yang digunakan yaitu convenience sampling dan melibatkan partisipan yang aktif mengonsumsi video game live streaming (n = 402). Instrumen penelitian yang digunakan adalah kuesioner yang dikembangkan berdasarkan model Stenseng et al. (2012) yang telah diadaptasi ke dalam bahasa indonesia dan konteks video game live streaming. Hasil penelitian menunjukkan bahwa terdapat korelasi positif yang signifikan antara kedua dimensi pelarian dengan perilaku interaksi dalam siaran langsung video game. Temuan ini memberikan pemahaman tentang bagaimana individu menggunakan media digital sebagai pelarian individu dan mengungkap aspek psikologis dibalik interaksi yang terjadi dalam siaran langsung video game dan wawasan bagi industri game terutama komunitas streamer dalam menyiarkan konten juga bagaimana mengembangkan komunitas serta menciptakan pengalaman yang lebih positif bagi penonton.

References

Chen, C. C., & Lin, Y. (2018). What drives live-stream usage intention? The perspectives of flow, entertainment, social interaction, and endorsement. Telematics and Informatics. https://doi.org/10.1016/j.tele.2017.12.003
Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior. https://doi.org/10.1016/j.chb.2018.02.013
Newzoo. Chiovato, L. (2021). Game Live Streaming: What Is Live Streaming? How Big Is the Audience? How Did the Pandemic Impact Live Streaming? https://newzoo.com/resources/blog/what-is-game-live-streaming-how-big-is-the-audience-pandemic-impact-twitch-youtube
Bründl, S., Matt, C., Hess, T., & Engert, S. (2022). How synchronous participation affects the willingness to subscribe to social live streaming services: The role of co-interactive behavior on twitch. European Journal of Information Systems, 32(5), 800–817. https://doi.org/10.1080/0960085x.2022.2062468
Zimmer, F., Scheibe, K., & Stock, W. G. (2018, January 1). A Model for Information Behavior Research on Social Live Streaming Services (SLSSs). Lecture Notes in Computer Science. https://doi.org/10.1007/978-3-319-91485-5_33
Li, Y., Wang, C., & Liu, J. (2020). A Systematic Review of Literature on User Behavior in Video Game Live Streaming. International Journal of Environmental Research and Public Health. https://doi.org/10.3390/ijerph17093328
Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: fostering participatory communities of play within live mixed media. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1315-1324). https://doi.org/10.1145/2556288.2557048
Li, B., Guan, Z., Chong, A. Y. L., & Hou, F. (2018). What drives people to purchase virtual gifts in live streaming? The mediating role of flow. https://nottingham-repository.worktribe.com/output/942416
Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior. https://doi.org/10.1016/j.chb.2016.10.019
Wohn, D. Y., Freeman, G., & McLaughlin, C. (2018). Explaining Viewers’ Emotional, Instrumental, and Financial Support Provision for Live Streamers. In Proceedings of the 2018 CHI conference on human factors in computing systems. https://doi.org/10.1145/3173574.3174048
Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and Culture, 15(3), 328-346. https://doi.org/10.1177/1555412018788161
Gros, D., Wanner, B., Hackenholt, A., Zawadzki, P., & Knautz, K. (2017). World of Streaming. Motivation and Gratification on Twitch. Lecture Notes in Computer Science. https://doi.org/10.1007/978-3-319-58559-8_5
Skjuve, M., & Brandtzaeg, P. B. (2019). Facebook live: A mixed-methods approach to explore individual live streaming practices and motivations on Facebook. Interacting with Computers, 31(3), 589-602. https://doi.org/10.1093/iwc/iwz038
Mao E. (2022). How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications. Front. Psychol. 13:951055. https://doi.org/10.3389/fpsyg.2022.951055
Sangwan, S. (2005). Virtual community success: A uses and gratifications perspective. In Proceedings of the 38th annual hawaii international conference on system sciences. https://doi.org/10.1109/HICSS.2005.673
Hartmann, T., Klimmt, C., & Vorderer, P. (2010). Telepresence and media entertainment. In C. C. Bracken & P. D. Skalski (Eds.), Immersed in media: telepresence in everyday life (pp. 137–157). New York: Routledge
Cohen, S. (2010). Searching for Escape, Authenticity and Identity: Experiences of Lifestyle Travellers. In: Morgan, P. L. & Ritchie, J. R. B. (Eds). The Tourism and Learning Experience: Consumer and The Educational Psychologist Vol. 14, No1 67 Managerial Perspectives (pp. 27 – 42). Bristol: Channel View Publications
Hastall, M. R. (2017). Escapism. The international encyclopedia of media effects, 1-8. https://doi.org/10.1002/9781118783764.wbieme0154
Stenseng, F., Rise, J. & Kraft, P. (2012). Activity Engagement as Escape from Self. The Role of Self-Suppression and Self-Expansion. Journal of Leisurce Sciences, 34(1); 19-38. https://doi.org/10.1080/01490400.2012.633849
Baumeister, R. F. (1991). Escaping the self: Alcoholism, spirituality, masochism, and other flights from the burden of selfhood. Basic Books
Stenseng, F., Falch-Madsen, J., & Hygen, B. W. (2021). Are there two types of escapism? Exploring a dualistic model of escapism in digital gaming and online streaming. Psychology of Popular Media, 10(3), 319-329. https://psycnet.apa.org/doi/10.1037/ppm0000339
Li, L., Kang, K., & Sohaib, O. (2023). Analysing younger online viewers’ motivation to watch video game live streaming through a positive perspective. Journal of Economic Analysis, 2(2), 56-69. https://doi.org/10.58567/jea02020004
Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11, 269-318. https://doi.org/10.1207/S15327965PLI1104_01
Stenseng, F. (2009). A dualistic approach to leisure activity engagement: on the dynamics of passion, escapism, and life satisfaction. http://urn.nb.no/URN:NBN:no-23353
Matsui, A., Sapienza, A., Ferrara, E. (2020). Does Streaming Esports Affect Players’ Behavior and Performance? Games and Culture, 15(1), 9-31. https://doi.org/10.1177/1555412019838095
Nikkanen, M. (2022). An investigation on the consumer demand and behavior in video game live streaming (Master's thesis, M. Nikkanen An investigation on the consumer demand and behavior in video game live streaming. OuluREPO. https://oulurepo.oulu.fi/handle/10024/21101
Orme, S. (2021). “Just watching”: A qualitative analysis of non-players’ motivations for video game spectatorship. New Media & Society. https://doi.org/10.1177/1461444821989350
Ma, S. C., Byon, K. K., Jang, W., Ma, S. M., & Huang, T. N. (2021). Esports spectating motives and streaming consumption: Moderating effect of game genres and live-streaming types. Sustainability, 13(8), 4164. https://doi.org/10.3390/su13084164
Published
2024-02-01