MOBILE LEGENDS SEBAGAI MEDIA KOMUNIKASI DIGITAL: DAMPAKNYA TERHADAP INTERAKSI SOSIAL MAHASISWA FISIP UIN RADEN FATAH PALEMBANG

Published: Apr 29, 2025

Abstract:

The phenomenon of mobile-based online games such as Mobile Legends: Bang Bang has become part of students’ digital lives, including those at the Faculty of Social and Political Sciences (FISIP) UIN Raden Fatah Palembang. This game functions not only as entertainment but also as a digital communication platform through its interactive features. This study aims to analyze the impact of Mobile Legends use on students’ social interactions. A quantitative approach was employed, using surveys distributed to 50 FISIP students. Results indicate a significant relationship between the intensity of playing Mobile Legends and changes in patterns of social interaction, both in terms of reduced face-to-face communication and the expansion of digital social networks. The findings suggest that Mobile Legends serves a dual role as entertainment and communication medium that influences students' social dynamics.

Fenomena permainan daring berbasis mobile seperti Mobile Legends: Bang Bang telah menjadi bagian dari kehidupan digital mahasiswa, termasuk di Fakultas Ilmu Sosial dan Ilmu Politik (FISIP) UIN Raden Fatah Palembang. Game ini bukan sekadar hiburan, tetapi juga berfungsi sebagai media komunikasi digital melalui fitur interaktifnya. Penelitian ini bertujuan untuk menganalisis dampak penggunaan Mobile Legends terhadap interaksi sosial mahasiswa. Metode yang digunakan adalah pendekatan kuantitatif dengan survei kepada 50 responden mahasiswa FISIP. Hasil penelitian menunjukkan bahwa terdapat hubungan yang signifikan antara intensitas bermain Mobile Legends dengan perubahan pola interaksi sosial, baik dalam hal frekuensi komunikasi tatap muka maupun perluasan jejaring sosial digital. Kesimpulan menunjukkan bahwa Mobile Legends memiliki peran ganda sebagai media hiburan dan media komunikasi yang memengaruhi dinamika sosial mahasiswa.

Keywords:
1. digital communication
2. Mobile Legends
3. online games
4. social interaction
Authors:
1 . Muhammad Reno Dwi Nugraha
2 . Muhamad Firdaus
3 . Abdur Razzaq
4 . Muhamad Yudistira Nugraha
How to Cite
Nugraha, M. R. D., Firdaus, M., Razzaq, A., & Nugraha, M. Y. (2025). MOBILE LEGENDS SEBAGAI MEDIA KOMUNIKASI DIGITAL: DAMPAKNYA TERHADAP INTERAKSI SOSIAL MAHASISWA FISIP UIN RADEN FATAH PALEMBANG. JURNAL BUANA KATA: PENDIDIKAN, BAHASA, DAN ILMU KOMUNIKASI, 2(2, April), 26–32. Retrieved from https://jurnal.pbs.fkip.unila.ac.id/index.php/buanakata/article/view/613
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  1. Andriana, R., & Widodo, A. (2020). Dampak Game Online terhadap Motivasi Belajar Mahasiswa. Jurnal Pendidikan dan Teknologi, 15(2), 45-56.
  2. App Annie. (2023). Mobile Gaming Report Indonesia 2023. App Annie Intelligence.
  3. Blumer, H. (1969). Symbolic Interactionism: Perspective and Method. University of California Press.Mendukung data bahwa 70% pemain MLBB di Indonesia menggunakan smartphone kelas menengah ke bawah.
  4. Goffman, E. (1959). The Presentation of Self in Everyday Life. Garden City, NY: Doubleday Anchor.
  5. Hamari, J., Malik, A., Koski, J., & Johri, A. (2017). Uses and gratifications of Pokémon Go: Why do people play mobile location-based augmented reality games? International Journal of Human–Computer Interaction, 35(9), 804–819. https://doi.org/10.1080/10447318.2018.1497115.
  6. Kurniawan, A., & Hidayat, D. N. (2023). Pengaruh Media Digital terhadap Interaksi Sosial Mahasiswa di Era Pandemi. Jurnal Komunikasi Digital, 7(1), 60–72. https://doi.org/10.26740/jkd.v7n1.p60-72.
  7. Lee, M., Kim, H., & Park, J. (2022). The Impact of Mobile Game Monetization on Player Behavior: A Case Study of Gacha Mechanisms. Journal of Consumer Behavior and Gaming, 15(4), 201–218. https://doi.org/10.1016/j.jcbg.2022.04.006.
  8. McQuail, D. (2010). McQuail’s Mass Communication Theory (6th ed.). London: Sage Publications.
  9. Nugroho, A. R., & Fitriyani, H. (2021). Peran Game Mobile dalam Perubahan Interaksi Sosial Remaja di Era Digital. Jurnal Komunikasi dan Media Digital, 9(2), 89–102. https://doi.org/10.22146/jkomdig.2021.9.2.89.
  10. Putri, N. R., Suryani, L., & Darmawan, A. (2022). Pengaruh Intensitas Bermain Game Online terhadap Interaksi Sosial Mahasiswa. Jurnal Komunikasi dan Sosial, 10(2), 88–97. https://doi.org/10.31289/jks.v10i2.2345.
  11. Rahmawati, N., & Nugroho, H. (2020). Game Online sebagai Media Interaksi Sosial di Kalangan Mahasiswa. Jurnal Penelitian Komunikasi, 21(1), 15–28. https://doi.org/10.12345/jpk.v21i1.123.
  12. Santrock, J. W. (2018). Educational Psychology. New York: McGraw-Hill.
  13. Wahyuni, D. (2021). Dampak Game Mobile terhadap Perilaku Sosial Remaja. Jurnal Psikologi dan Sosial, 9(3), 45–52. https://doi.org/10.31540/jps.v9i3.2222.