Impression Management Komunitas Role player K-POP dalam Media Sosial Twitter

Anindya Cindy Dama Rienadhy

Abstract


The emergence of K-Pop in Indonesia has given rise to a rapidly evolving fan culture on various social media platforms, one of which is Twitter. Fandom communities on Twitter have, in turn, brought forth a new phenomenon: the emergence of K-Pop Roleplayer communities. K-Pop Roleplaying involves participants assuming the personas of Korean celebrities as characters in their interactions. Since players essentially 'borrow' the identities of others in this game, terms like "In Character" (IC) and "Out of Character" (OOC) have arisen, which can be explored through the same concepts found in impression management, namely the "front stage" and "back stage." This qualitative research, employing a netnographic approach, seeks to understand how K-Pop Roleplayers engage in impression management in their daily activities and how effectively they can portray the chosen celebrity characters. The study also examines the real-life impacts of Roleplay on the participants. The research was conducted using netnography methods, including observation and semi-structured interviews with five informants who are K-Pop Roleplayers.The findings of this study are as follows: K-Pop Roleplayers consider their Twitter timelines as their "front stage." The objective of their impression management is to create a positive image of the characters they portray. They achieve this through the appearance of their accounts and the content they post. The "back stage" in this context is considered to be their online accounts, and Roleplaying has a noticeable influence on the real lives of the participants. This research makes a valuable contribution to the field of communication studies, especially in the realm of social media dramaturgy.


Keywords


impression management; roleplayer K-Pop; twitter

Full Text:

PDF

References


Achsa, H. P., & Affandi, M. A. (2015). EPRESENTASI DIRI DAN IDENTITAS VIRTUALPELAKU ROLEPLAY DALAM DUNIA MAYA(‘Permainan Peran’ Hallyu Star Idol K-Pop dengan Media Twitter).

Bo’do, S. (2020). Memperkenalkan Metode Penelitian Netnografi Untuk Dosen dan Mahasiswa Komunikasi. Volume 8, Nomor 2.

Bungin, H. B. (2007). Penelitian kualitatif : Komunikasi, Ekonomi, Kebijakan Publik, dan Ilmu Sosial Lainnya. Jakarta: Kencana Prenada Media.

Costello, L., McDermott, M.-L., & Wallace, R. (2017). Netnography: Range of Practices, Misperceptions, and Missed Opportunities. International Journal of Qualitative Methods Volume 16, 1–12.

Daniau, S. (2016). The Transformative Potential of Role-Playing Games—: From Play Skills to Human Skills. Simulation & Gaming 1–22.

Data Reportal. (2021, November 5). DATA REPORTAL TWITTER STATS AND TRENDS. Retrieved from Data Reportal: https://datareportal.com/essential-twitter-stats

Goffman, E. (1959). Presentation of Self in Everyday Life. Edinburgh: University of Edinburgh Social Sciences Research Centre.

Holmes, D. (2005). Teori Komunikasi: Media, Teknologi, dan Masyarakat. London: SAGE Publications.

Indrananto, C. (2012). Dramaturgi dalam Komunikasi Politik Walikota Solo Joko Widodo. Jurnal Komunikasi Indonesia Volume I Nomor 2 Oktober .

Kertamukti, R. (2015). Strategi kreatif dalam periklanan : Konsep pesan, media, branding, anggaran. Jakarta: Rajawali Pers.

Kriyantono, R. (2020). TEKNIK PRAKTIS RISET KOMUNIKASI KUANTITATIF DAN KUALITATIF : Disertai Contoh Praktis Skripsi, Tesis, dan Disertasi Riset Media, Public Relations, Advertising, Komunikasi Organisasi, Komunikasi Pemasaran. Jakarta: Kencana Prenada Media Group.

McLuhan, M. (1964). Understanding Media: Extension of A Man. McGraw-Hill.

Miles, M. B., Huberman, A. M., & Saldana, J. (2014). Qualitative Data Analysis: A Methods Sourcebook. USA: SAGE Publications.

Milton, C. L. (1999). Ethical Issues From Nursing Theoretical Perspectives.

Moleong, L. J. (2010). Metodologi Penelitian Kualitatif. Bandung: Remaja Rosda Karya.

Mulyana, D. (2013). Metode Penelitian Komunikasi. Bandung: PT. Remaja Rosdakary.

Nagy, P., & Koles, B. (2014). The digital transformation of human identity: Towards a conceptual model of virtual identity in virtual worlds. The International Journal of Research into New Media Technologies 2014, Vol. 20(3), 276-292.

Nasrullah, R. (2015). Media Sosial Perspektif Komunikasi, Budaya dan Sosioteknologi. Bandung : Simbiosa Rekatama Media.

Safitri, A. (2014). ROLEPLAYER DI TWITTER MEMPENGARUHI KEPRIBADIAN DAN INTERAKSI SOSIAL.

Sarosa, S. (2012). Dasar-dasar Penelitian Kualitatif. Jakarta: Indeks.

Sugiyono. (2007). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Alfabeta.

Suneki, S., & Haryono. (2012). PARADIGMA TEORI DRAMATURGI TERHADAP KEHIDUPAN SOSIAL. Jurnal Ilmiah CIVIS, Volume II, No 2.

Tashmin, N. (2016). Art of Impression Management on Social Media. World Scientific News.

Widodo, S. (2010). Anatomi dan Perkembangan Teori Sosial. Malang: Aditya Media.

Zagal, J. P., & Deterding, S. (2018). Definitions of “Role-Playing Games”.




DOI: http://dx.doi.org/10.21776/ub.tuturlogi.2022.003.02.3

Refbacks

  • There are currently no refbacks.




Copyright (c) 2023 Anindya Cindy Dama Rienadhy

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.