Persoalan Toxicity Pemain Game Valorant Dalam Etika Komunikasi
Main Article Content
Abstract
Game Valorant supports players to communicate using voice chat and text chat, which can be used to share information and strategize in the game. However, the communication of the players in a game is not always healthy and not in accordance with the rules which can lead to anger and frustration of other players which results in an uncomfortable experience in a game. This study aims to analyze the behavior of Valorant game players in communicating in accordance with communication ethics, as well as solutions to reduce toxic behavior in the Valorant game. The method used in this study is a mixed method where the qualitative part analyzes the features of the Valorant game developer in dealing with toxic behavior and Youtube videos about the experience of Valorant game players in communicating, while the quantitative part by distributing questionnaires. The results obtained from the analysis show that the Valorant developer has prevented toxic actions through features, such as player feedback, muted word lists, game bans, and comms restrictions. However, the frequency of players experiencing harassment in the Valorant game did not decrease significantly. In addition, based on the experience data of Valorant players that have been uploaded to the Youtube platform, it was found that toxic actions were carried out due to the ability of the players and the mistakes of the players. Then, from the survey results through the distributed questionnaires, it was found that toxic actions often occur and most of the respondents are quite disturbed by these toxic actions. Many of the respondents have also done toxic actions in the context of jokes, which are generally done through chat boxes to enemies in the game with the type of toxic words in the form of physically insulting because other players first took toxic actions.
Downloads
Article Details

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
Leonhart, Aaron . “saturday grind?,” (5 Maret 2022), online: Youtube.
Abdussamad, Zuchri. “Metode penelitian kualitatif”. Rapanna, Patta. (Makassar: Syakir Media Press, 2021).
ADL. “Hate is No Game: Harassment and Positive Social Experiences in Online Games 2021”. (2021), online: <https://www.adl.org/hateisnogame>.
Barata, Arya. Rosihan, Akhmad. & Virgiana, Bianca. “Analisis perilaku komunikasi pengguna game online free fire pada siswa SMK Negeri 1 Martapura Kabupaten Oku Timur”. (2020) 1, online: <http://journal.unbara.ac.id/index.php/JM/index.>.
Brian & Sara. “VALORANT SYSTEMS HEALTH SERIES - VOICE AND CHAT TOXICITY,” (10 February 2022), online: <https://playvalorant.com/en-gb/news/dev/valorant-systems-health-series-voice-and-chat-toxicity/>.
Christians, Clifford G. . ”Communication Ethics”. (16 November 2022), online: <https://www.encyclopedia.com/science/encyclopedias-almanacs-transcripts-and-maps/communication-ethics> .
Diass, Ezar Chrisdinan. Jonemaro, Eriq Muhammad Adams. & Afirianto, Tri. “Evaluasi user experience gim valorant menggunakan metode enhanced cognitive walkthrough pada pengguna baru”. (2022) 6, 3422-3431, online: <https://j-ptiik.ub.ac.id/index.php/j-ptiik/article/view/11367/5030>.
Diharjo, Willyanto. Sani, Dian Ahkam. & Arif, Mochammad Firman. “Game edukasi bahasa indonesia menggunakan metode fisher yates shuffle pada genre puzzle game”. (2020) 5, 23-25, online: <http://ejurnal.itats.ac.id/integer/article/view/1171/967>.
Ghoul. “This TOXIC RADIANT JETT THREW MY GAME So I CLAPPED HIS CHEEKS (VALORANT),” (14 July 2022), online: Youtube.
Google. “Google Trends” (31 October 2022), online: <https://trends.google.com/trends/explore?geo=ID&q=FPS,RPG,Platformer,MOBA>.
Hilvert-Bruce, Z., & Neill, J. T. “I’m Just Trolling: The Role of Normative Beliefs in Aggressive Behaviour in Online Gaming”. (2020) 303-311, online: <https://www.sciencedirect.com/science/article/abs/pii/S0747563219303310?via%3Dihub>.
Filbert, Jordy. “DIKATAIN NEGARA MISKIN? KITA BANTAI!!,” (16 April 2021), online: Youtube.
Kayayluh. “The Female Experience UNCENSORED | Valorant,” (27 January 2022), online: Youtube.
Kou, Yubo. “Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends”. (2020). 81-92, online: <https://www.researchgate.net/publication/343696767_Toxic_Behaviors_in_Team-Based_Competitive_Gaming_The_Case_of_League_of_Legends>.
Neto, Joaquim A M. Yokoyama, Kazuki M. & Becker, Karin. “Studying toxic behavior influence and player chat in an online video game”. (2020) 26-33, online: <https://www.researchgate.net/publication/319045404_Studying_toxic_behavior_influence_and_player_chat_in_an_online_video_game>.
Rasyid, Faishal. “12 Jenis Game Populer 2022, Mana Genre Favoritmu?,” (11 November 2022), online: <https://satukanal.com/baca/12-jenis-game-populer/96390/>.
Santoso, Billy Cahyo. “Survei Toxic in Valorant Game” (26 September 2022), online: <https://docs.google.com/forms/d/e/1FAIpQLSfJRoCj8zTVv2JEfJfzU5r7xI04wtjOJPbMcjVuiBt2yzpe3Q/viewform?usp=sf_link>.
Senjaya, Aan J. "TINJAUAN KRITIS TERHADAP ISTILAH METODE CAMPURAN (MIXED METHOD) DALAM RISET SOSIAL". (2018) 4:1, 103-118, online: <http://jurnal.faiunwir.ac.id/index.php/Jurnal_Risalah/article/view/54/95>.
Sin. “Ketemu Bocil Toxic di valorant,” (19 September 2021), online: Youtube.
Song, Shihong. Weng, Jiayi. Su, Hang. Yan, Dong. Zou, Haosheng. & Zhu, Jun. “Playing fps games with environment-aware hierarchical reinforcement learning”. (2019) 3475-3482, online: <https://www.ijcai.org/proceedings/2019/0482.pdf>.
Souza, Alinne C Correa. Costa, Lincoln Magalhães. Pegorini, Jessica Iara. Yada, Natalia Tiemi. & Souza, Francisco Carlos M. “Exploring toxic behavior in multiplayer online games: perceptions of different genders”. (2021) online: <https://www.sbgames.org/proceedings2021/CulturaFull/218223.pdf>.
Sumantri, Ahmad Zikri. Suryatna, Undang. & Kusumadinata, Ali Alamsyah. (2020). “Perilaku komunikasi mahasiswa pegiat game online”. (2020) 2, 67-82 online: <http://journal.unj.ac.id/unj/index.php/communications/article/view/Communications.2.1.5/8106>.
Timans, Rob. Wouters, Paul. & Heilbron, Johan. “Mixed methods research: what it is and what it could be”. (2019) 192-216, online: <https://link.springer.com/article/10.1007/s11186-019-09345-5>.
Turnip, Ezra Yora. & Siahaan, Chontina. Etika berkomunikasi dalam era media digital. (2021) 3, 38-45 online: <https://www.jurnalintelektiva.com/index.php/jurnal/article/view/659/495>.
Yusuf, A Muri. “Metode penelitian kuantitatif, kualitatif, dan penelitian gabungan”. 1st ed. (Padang: Perpustakaan Nasional: Katalog Dalam Terbitan (KDT), 2014).
Vkimm. “the most toxic valorant gamer,” (18 July 2021), online: Youtube.