Representasi Emosi dalam Komunikasi Live Chat dan Voice Chat Game Online pada Situasi Kompetitif melalui Kajian Psikolinguistik
Abstract
Penelitian ini bertujuan mendeskripsikan bentuk-bentuk emosi primer dalam tangkapan layar live chat, dan transkripsi voice chat game online Valorant, Mobile Legend: Bang Bang, dan Roblox, serta mendeskripsikan pengaruhnya terhadap penggunaan bahasa. Penelitian ini menggunakan metode deskriptif kualitatif dengan pendekatan psikolinguistik. Data dikumpulkan melalui tangkapan layar dan rekam layar komunikasi pemain pada situasi kompetitif dalam ketiga game tersebut. Data dianalisis dan diklasifikasikan sesuai dengan kategori emosi primer, yaitu takut, marah, sedih, senang, terkejut, jijik, dan sebal. Hasil penelitian ini menunjukkan 11 data yang teridentifikasi 7 emosi primer. Didominasi emosi marah dengan total 3 data, diikuti emosi senang dan sebal dengan total masing-masing 2 data, serta emosi takut, sedih, terkejut, dan jijik dengan total masing-masing 1 data. Dari temuan ini mengidikasikan bahwa situasi kompetitif sangat mempengaruhi emosi sebagai respon pemain terhadap tekanan dalam permainan. Bahasa dalam komunikasi game online tidak hanya sebagai sarana koordinasi, tetapi juga media pemain dalam menyampaikan emosi.
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