Pemaknaan Identitas Gender Pada Pemain Crossgender Dalam Mobile Game Toram Online Indonesia
The presence of avatar features in mobile online team games where most male players use female
characters with attractive appearance, which can be referred to as crossdressers in the real world,
and look like cross-gender or home activities in online games. Besides, various speculations have
also arisen about their cross-gender goals and being a place to live. The formulation of this study
problem is how the definition of gender identity in cross-gender players in mobile games toram
online Indonesia. This result research method was carried out with a phenomenological approach,
the data collected through interviews and participants' observations. The results showed that players
shape their identity into women based on their background, such as the potential benefits gained or
because of an experience experienced as a result of gender stereotypes that occur in the game. Code
refers to players who create female characters and seek to shape their image as women, while
players who do not have such meaning cannot be said to be home even though they are the same
male players who use female characters. The potential benefits obtained can be information, items,
money in the game, and the player's personal pleasure in acting and shaping his identity.
Sinema Indosiar: Telaah Perspektif Strukturasi Giddens. Jurnal Riset Komunikasi, 3(1),
Andrew, R., & Guadagno, R. E. (2012). Computers in Human Behavior My avatar and me –
Gender and personality predictors of avatar-self discrepancy. Computers in Human
Behavior, 28(1), 97–106. https://doi.org/10.1016/j.chb.2011.08.015
Anwika, Y. M. (2013). PERAN PELATIH PROGRAM PELATIHAN KETERAMPILAN
BERMUSIK DALAM MENINGKATKAN MOTIVASI DAN KEMANDIRIAN MUSISI
JALANAN Kasus di Rumah Musik Harry Roesli (RMHR) Kota Bandung. Universitas
Asrita, S. (2019). Identitas Perempuan Ahmadiyah Di Ruang Publik. Jurnal Riset
Komunikasi, 2(1), 51–62. https://doi.org/10.24329/jurkom.v2i1.53
Bacchini, D., De Angelis, G., & Fanara, A. (2017). Identity formation in adolescent and
emerging adult regular players of massively multiplayer online role-playing games
(MMORPG). Computers in Human Behavior, 73, 191–199.
Barbour, K., & Marshall, P. (2012). The academic online: Constructing persona through the
World Wide Web.
Barbour, K., Marshall, P. D., & Moore, C. (2014). Persona to persona studies. M/C Journal,
Baumeister, R. F., & Leary, M. R. (1995). The need to belong: desire for interpersonal
attachments as a fundamental human motivation. Psychological Bulletin, 117(3), 497.
Beasley, B., & Collins Standley, T. (2002). Shirts vs. skins: Clothing as an indicator of
gender role stereotyping in video games. Mass Communication & Society, 5(3), 279–
Bertozzi, E. (2008). ―You Play Like a Girl!‖ Cross-Gender Competition and the Uneven
Playing Field. Convergence, 14(4), 473–487.
Bogdan, R., & Taylor, S. J. (1993). Kualitatif Dasar-dasar penelitian. Surabaya: Usaha
Bosson, J. K., Taylor, J. N., & Prewitt-Freilino, J. L. (2006). Gender role violations and
identity misclassification: The roles of audience and actor variables. Sex Roles, 55(1–2),
Burke, P. J., & Reitzes, D. C. (1981). The link between identity and role performance. Social
Psychology Quarterly, 83–92.
Butler, J. (1990). Gender trouble, feminist theory, and psychoanalytic discourse.
Feminism/Postmodernism, 327, x.
Creswell, J. W. (2014). A concise introduction to mixed methods research. SAGE
DeVito, J. A. (2011). Essentials of Human Communication. Pearson Education, Limited.
Dill, K. E., & Thill, K. P. (2007). Video game characters and the socialization of gender
roles: Young people‘s perceptions mirror sexist media depictions. Sex Roles, 57(11–
Frey, J. M. (2013). Identi-play: Cosplay, camp, cons and the carnivalesque. Theoretical
Approaches to Media and Culture, 1–17.
Goffman, E. (1959). 1959: The presentation of self in everyday life. Garden City, NY:
Gottschalk, S. (2010). The presentation of avatars in second life: Self and interaction in
social virtual spaces. Symbolic Interaction, 33(4), 501–525.
Grove, F. De, & Looy, J. Van. (2015). How to be a gamer ! Exploring personal and social
indicators of gamer identity. 20, 346–361. https://doi.org/10.1111/jcc4.12114
Guba, E. G., & Lincoln, Y. S. (1994). Competing paradigms in qualitative research.
Handbook of Qualitative Research, 2(163–194), 105.
Hongladarom, S. (2011). Personal identity and the self in the online and offline world. Minds
and Machines, 21(4), 533.
Huh, S., & Williams, D. (2010). Dude Looks like a Lady: Gender Swapping in an Online
Game. Human-Computer Interaction, 71–85. https://doi.org/10.1007/978-1-84882-825-
Ito, M., Horst, H. A., Bittanti, M., Herr Stephenson, B., Lange, P. G., Pascoe, C. J., &
Robinson, L. (2009). Living and learning with new media: Summary of findings from
the digital youth project. The MIT Press.
Jayanth, M. (2014). 52% of gamers are women–but the industry doesn’t know it. The
King, J. (2017). AVATAR IDENTITY AND AUTHENTICITY IN THE.
Leng, R. (2012). Gender, Sexuality, and Cosplay: A Case Study of Male-to-Female
Crossplay Rachel Leng. 1(1), 89–110.
Marshall, P. D. (2014). Persona studies: Mapping the proliferation of the public self.
Journalism, 15(2), 153–170.
Maulana, R. (2016). 10 game MMORPG untuk IOS Android Pilihan Games in Asia. Tech In
Miles, M. B., & Huberman, A. M. (1984). Qualitative data analysis: A sourcebook of new
methods. In Qualitative data analysis: a sourcebook of new methods. Sage publications.
Nardi, B. (2010). My life as a night elf priest: An anthropological account of World of
Warcraft. University of Michigan Press.
Newman-Ford, L., Lloyd, S., & Thomas, S. (2009). An investigation into the effects of
gender, prior academic achievement, place of residence, age and attendance on first
year undergraduate attainment.
Reinecke, L., Trepte, S., & Behr, K.-M. (2007). Why girls play: Results of a qualitative
interview study with female video game players.
Sagardia, S. C. P. (2017). Dressing the Part: Communication of Identity in a Performative
Fandom Community. Ohio University.
Smith, D. W. (2006). Phenomenology. Encyclopedia of Cognitive Science.
Stuhlmacher, A. F., Citera, M., & Willis, T. (2007). Gender differences in virtual
negotiation: Theory and research. Sex Roles, 57(5–6), 329–339.
Triberti, S., Durosini, I., Aschieri, F., Villani, D., & Riva, G. (2017). The Influence of Social
and Contextual Expectations. 20(8), 501–507. https://doi.org/10.1089/cyber.2016.0424
Vandenberg, B. (1998). Real and not real: A vital developmental dichotomy. Multiple
Perspectives on Play in Early Childhood Education, 295–305.
Veltri, N. F., & Krasnova, H. (2015). Gender Differences in Online Gaming : A Literature
Review Gender Differences in Online Gaming : A Literature Review Completed
Research Paper Abstract. July.
Veltri, N., Krasnova, H., Baumann, A., & Kalayamthanam, N. (2014). Gender differences in
online gaming: a literature review.
Venkatesh, V., & Morris, M. G. (2000). Why don‘t men ever stop to ask for directions?
Gender, social influence, and their role in technology acceptance and usage behavior.
MIS Quarterly, 115–139.
Weiser, E. B. (2000). Gender differences in Internet use patterns and Internet application
preferences: A two-sample comparison. Cyberpsychology and Behavior, 3(2), 167–178.
Wimmer, R. D., & Dominick, J. R. (2013). Mass media research. Cengage learning.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.