The impact of the Mobile Legend game in creating virtual reality

Khefti Al Mawalia

Abstract views = 1232 times | downloads = 44627 times


Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.


online games; Mobile Legend; virtual; technology; virtual ethnography

Full Text:



Achmad ZA & Ida R (2018) Etnografi Virtual Sebagai Teknik Pengumpulan Data dan Metode Penelitian. The Journal of Society & Media 2 (2): 130–145.

Achmad ZA & Ida R (2019) The shifting role of the listeners in the mediamorphosis process of culture radio: A case study of Jodhipati 106.1 FM. Masyarakat, Kebudayaan Dan Politik 32 (3): 240-250.

Achmad ZA (2019) Integrasi Program Dakwah dan Budaya: Studi Etnografi Virtual Mediamorfosis Radio Nada FM Sumenep Madura. Jurnal Komunikasi Islam 09 (2): 238–263.

Achmad ZA (2020a) Pergeseran Relasi Antara Pendengar Radio Dengan Institusi Radio Dalam Masyarakat Jaringan (Studi Etnografi Virtual pada Radio-radio Budaya di Jawa Timur yang Bermediamorfosis). Universitas Airlangga.

Achmad ZA (2020b) Review Buku: Mediamorphosis: Understanding New Media by Roger Fidler. Dalam: Potret Masyarakat dan Kebijakan Pemerintah dalam menghadapi tantangan Pandemi Covid-19. Editor: Nawangsari ER & Kriswibowo A. Surabaya: Prodi Administrasi Negara UPN Veteran Jawa Timur. Hal: 71-78.

Achmad ZA, Ida R, & Mustain M (2020) A Virtual Ethnography Study: The Role of Cultural Radios in Campursari Music Proliferation in East Java. ETNOSIA: Jurnal Etnografi Indonesia 5 (2): 221–237.

Achmad ZA, Juwito J, & Saud M (2020) The Local Creative Ads on Sritanjung Fm to Increase Financial Revenue During Covid-19 Pandemic. Bricolage: Jurnal Magister Ilmu Komunikasi 6 (2): 135–146.

AK (2019) [Personal Communication] 25 July.

Angelone L (2018) Virtual Ethnography: The Post Possibilities of Not Being There. Mid-Western Educational Researcher 31 (3): 275–295.

APU (2019) [Personal Communication] 24 July.

Arif AF (2016) Analisis Sikap Narsisme dalam Aplikasi Instagram (Studi pada Siswa SMA Negeri 2 Bandar Lampung. Skripsi, Universitas Lampung, Lampung.

ASK (2019) [Personal Communication] 22 July.

Boellstorf T (2008) Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. New Jersey: Princenton University Press.

Fidler R (1997) Mediamorphosis: Understanding New Media. Thousand Oaks: Pine Forge Press.

Fidler R (2003) Mediamorfosis. Yogyakarta: Bentang Budaya.

Flew T (2002) New Media: A Critical Introduction. United Kingdom: Oxford University Press.

Hart C (2017) Getting into the Game: An Examination of Player Personality Projection in Videogame Avatars. The International Journal of Computer Game Research 12 (2).

Hine C (2000) Virtual Ethnography. London: Sage Publications Ltd.

Hine C (2004) Virtual Ethnography Revisited. Online Reearch Methods, Research Methods Festival. Oxford.

Hine C (2015) Ethnography for the Internet: Embedded, Embodied, and Everyday. London: Bloomsbury.

Jan G & Kowert R (2015) Going beyond the Game: development of Gamer Identities within Societal Discourse and Virtual Spaces. The Journal of the Canadian Game Studies Association 9 (14): 70-87.

Levy L (2001) The Adoring Audience: Fun Culture and Populer Media. New York & London: Rouledge.

Masthene EG (1970) Technological Change: Its Impact on Man and Society. Cambridge, Massachusetts: Harvard University Pres.

NN (2019) [Personal Communication] 25 June & 25 July.

Nurudin (2011) Pengantar Komunikasi Massa. Jakarta: Rajawali Pers.

Ramadani MIF (2018) Penarikan Diri dalam Game Online (Studi Deskriptif Kualitatif Withdrawal Gamer Mobile Legends Mahasiswa Ilmu Komunikasi UMS 2014). Skripsi, Universitas Muhammadiyah Surakarta, Surakarta.

Saefullah (2007) Konsep dan Metode Pelayanan Umum yang Baik dalam Jurnal Ilmu Sosial dan Ilmu Politik. Sumedang: FISIP UNPAD.

SH (2019) [Personal Communication] 24 July.

Thurlow C (2004) Computer Mediated Communication: Social Interaction and the Internet. California: SAGE Publications.

Turkle S (2005) The Second Self: Computers and teh Human Spirit. London: MIT Press.

Tychen A, Tosca S, & Brolund T (2006) Personalizing the Player Experience in MMORPGs. Dalam: Technologies for Interactive Digital Storytelling and Entertainment. Editor: Göbel S, Malkewitz R, & Iurgel I. Berlin: Springer.

Van Dijk JAGM (2012) The Network Society: Social Aspects of New Media (3rd ed.). London: SAGE Publications Ltd.

Young KS (2005) Internet Addiction: A handbook and guide to evaluation and treatment: Hoboken. NJ: John Wiley & Sons.


  • There are currently no refbacks.

Copyright (c) 2020 Indonesian Journal of Social Sciences

View My Stats

Creative Commons License
IJSS by Unair is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.


Indexing by: