Context case Study of Live Communication Gamers on Facebook Gaming

Freddy Yakob

Abstract


This article discussed the development of technology information which has incorporated the most things in life, Internet technology is one of them. The Internet is recognized not only as channel for one-to-one communication, but also as one-to-many communication. Other than that, because of Internet technology, one can broadcast anything for everyone to watch. Facebook is one of the platform which become most popular social media who can broadcast videos by using feature “Facebook Gaming†that will allow anyone to broadcast themselves while playing games. According to data showed in July 2019, Indonesia was the second largest country in watching live broadcast gamers online. Using qualitative approach and descriptive method, this article described about communication context carried out by these live gamers to their audience. Result showed live gamers not only doing mass communication, but also doing interpersonal communication context in which gave space between communicator and communicant that they are discussed things more than just about the games.


Keywords


Live Streaming; Internet; Social Media; Interactive Communication;

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References


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Duck, Steve dan David T. McMahan. 2018. Communication in Everyday Life 2nd Edition: The Basic Course Edition with Public Speaking. Sage.

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DOI: https://doi.org/10.46961/mediasi.v1i1.402

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Copyright (c) 2021 Freddy Yakob



Indexed by:

             

MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi

P-ISSN 2721-9046 | E-ISSN 2721-0995


PUBLISHER: 

The Center for Research and Community Services or Pusat Penelitian dan Pengabdian kepada Masyarakat Politeknik Negeri Media Kreatif (P3M Polimedia)

Kampus Politeknik Negeri Media Kreatif (Gedung A, Lantai 1)

Jalan Srengseng Sawah No. 17 RT/RW 008/003, Kel. Srengseng Sawah, Kec. Jagakarsa, Kota Jakarta Selatan, Prov. DKI Jakarta, Indonesia 12640