Abstract
Aksiologi esports merupakan suatu studi yang mempelajari tentang nilai-nilai yang terkandung dalam olahraga non fisik di Indonesia untuk meningkatkan karakter para pemain e-sports di dalam kehidupan sehari-hari. Nilai-nilai tersebut memiliki unsur olahraga, sosial, kesehatan, ekonomi, pendidikan, prestasi, dan pengetahuan. Penelitian ini bertujuan untuk mengetahui persepsi masyarakat terhadap permainan esports sebagai olahraga non fisik di dalam pandangan aksiologi. Metode dalam penelitian ini adalah survei menggunakan instrumen kuesioner. Populasi sekaligus sampel dalam penelitian ini adalah peminat esports yang terbagi dalam 3 Provinsi yaitu Nusa Tenggara Timur, Yogyakarta, dan Sulawesi Utara yang berjumlah 650 orang. Teknik analisis yang digunakan adalah deskriptif kuantitatif yang dituangkan dalam bentuk persentase. Hasil penelitian menunjukkan bahwa sebagian besar subyek memiliki persepsi yang positif terhadap nilai-nilai yang terdapat dalam permainan esports sebagai olahraga non fisik di Indonesia yaitu kategori sangat baik dengan persentase terbesar dari seluruh pilihan jawaban instrumen berada pada kriteria Sangat Setuju (SS) yaitu 32.74%, Setuju (S) 27.8%; kriteria Netral (N) 24.0%; dan kriteria Tidak Setuju (TS) 16.3%. Keterbatasan dalam penelitian ini adalah cakupan Wilayah/Provinsi yang penulis jadikan sebagai pengambil sampel.
References
Acuña, V., Díez, J. R., Flores, L., & Meleason, M. (2013). Does it make economic sense to restore rivers for their ecosystem services. Journal of Applied Ecology, 50(4), 988–997. https://doi.org/10.1111/1365-2664.12107
Abadi, T. W. (2016). Aksiologi: Antara Etika, Moral, dan Estetika. KANAL: Jurnal Ilmu Komunikasi, 4(2), 187. https://doi.org/10.21070/kanal.v4i2.1452
Bányai, F., Griffiths, M. D., Király, O., & Demetr. (2019). The Psychology of Esports: A Systematic Literature Review. Journal of Gambling Studies, 35(2), 351–365. https://doi.org/10.007/s10899-018-9763-1
Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). E-sports Research: A Literature Review. Journal of Sports Economics, 17(2), 300–402. https://doi.org/10.1177/1527002519859417
Bednárek, D., Kruliš, M., Yaghob, J., & Zavoral, F. (2017). Data preprocessing of eSport game records: Counter-strike: Global offensive. DATA 2017 - Proceedings of the 6th International Conference on Data Science,. Technology and Applications, (Data),, 269–276. https://doi.org/10.5220/0006475002690276
Biddle, C., & Schafft, K. A. (2015). Axiology and Anomaly in the Practice of Mixed Methods Work: Pragmatism, Valuation, and the Transformative Paradigm. Journal of Mixed Methods Research, 9(4), 320–334. https://doi.org/10.1177/1558689814533157
Brown, K. A., Billings, A. C., Murphy, B., & Puesa. (2018). Intersections of Fandom in the Age of Interactive Media eSports Fandom as a Predictor of Traditional Sport Fandom. Communication and Sport, 6(4), 418–435. https://doi.org/10.1177/2167479517727286
Comunello, F., & Mulargia, S. (2015). User-generated video gaming: Little big planet and participatory cultures in Italy. Games and Culture, 10(1), 57–80. https://doi.org/10.1177/1555412014557028
Dalkir, K. (2011). Knowledge management. Understanding Information Retrieval Systems. Management, Types, and Standards, 111–123. https://doi.org/10.4018/jksr.2012070105
DiFrancisco-Donoghue, J., & Balentine, J. R. (2018). Collegiate eSport: Where do we fit in. Current Sports Medicine Reports, 17(4), 117–118. https://doi.org/10.1249/JSR.0000000000000477
Edgar, A. (2019). Esport. Sport, Ethics and Philosophy,, 13(1), 1–2. https://doi.org/10.1080/17511321.2019.1558558
Espada, J. P., Crespo, R. G., & Martínez, O. S. (2012). Extensible architecture for context-aware mobile web applications. Expert Systems with Applications, 39(10), 9686–9694. https://doi.org/10.1016/j.eswa.2012.02.151
Fanfarelli, J. R. (2018). Expertise in professional overwatch play. International Journal of Gaming and Computer-Mediated Simulations, 10(1), 1–22. https://doi.org/10.4018/IJGCMS.2018010101
Franco-Duran, D. M., & Mejia , A. G. (2016). Construction Research Congress. PROCEEDINGS Construction Research Congress, 2039–2049. https://doi.org/10.1061/9780784479827.203
Gully, A. (2012). It’s only a flaming game: A case study of Arabic computer-mediated communication. British Journal of Middle Eastern Studies, 39(1), 1–18. https://doi.org/10.1080/13530194.2012.659440
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it. Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it. Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085
Han, M. L., Park, J. K., & Kim, H. K. (2015). 主线索-在线FPS的bot检测Online Game Bot Detection in FPS Game. American Business Law Journal, 2, 479–491. https://doi.org/10.1007/978-3-319-13356-0
Hickey, D. T., & Zuiker, S. J. (2012). Multilevel Assessment for Discourse, Understanding, and Achievement. Journal of the Learning Sciences, 21(4), 522–582. https://doi.org/10.1080/10508406.2011.652320
Hilvoorde, I., van, & Pot, N. (2016). Embodiment and fundamental motor skills in eSports. Sport. Ethics and Philosophy, 10(1), 14–27. https://doi.org/10.1080/17511321.2016.1159246
Hofstede, G. J., & Murff, E. J. (2012). Repurposing an Old Game for an International World. Simulation and Gaming, 43(1), 34–50. https://doi.org/10.1177/1046878110388250
Holden, J. T., & Baker, T. A. (2019). The econtractor? Defining the esports employment relationship. American Business Law Journal, 56(2), 391–440. https://doi.org/10.1111/ablj.12141
Huang, J., Zimmermann, T., Nagappan, N., Harrison, C., & Phillips, B. C. (2013). Mastering the art of war: How patterns of gameplay influence skill in halo. In Proceedings of CH, 10(17), 695–704. https://doi.org/10.1145/2470654.2470753
Huk, T. (2019). The social context of the benefits achieved in eSport. New Educational Review, 55(1), 160–169. https://doi.org/10.15804/tner.2019.55.1.13
Illy, D., & Florack, J. (2018). E-sports und Let’s Plays. Ratgeber Videospiel- Und Internetabhängigkeit, 2016, 25–29. https://doi.org/10.1016/b978-3-437-22991-6.00005-8.
Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”. Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517
Kar, D., Fang, F., Delle Fave, F., & Sintov, N. (2019). Comparing human behavior models in repeated Stackelberg security games: An extended study. Artificial Intelligence, 65–103. https://doi.org/10.1016/j.artint.2016.08.002
Karhulahti, V. M. (2017). Reconsidering esport: Economics and executive ownership. Physical Culture and Sport, Studies and Research, 74(1), 43–53. https://doi.org/10.1515/pcssr-2017-0010
Keiper, M. C., Manning, R. D., Jenny, S., Olrich, T., & Croft, C. (2017). No reason to LoL at LoL: the addition of esports to intercollegiate athletic departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143–160. https://doi.org/10.1080/19357397.2017.1316001
Kovács, A. M., Téglás, E., & Endress, A. D. (2010). The social sense: Susceptibility to others’ beliefs in human infants and adults. Science, 330(6012), 1830–1834. https://doi.org/10.1126/science.1190792
Levy, M. L., Kasasbeh, A. S., Baird, L. C., & Amene. (2012). Concussions in soccer: A current understanding. World Neurosurgery, 78(5), 535–544. https://doi.org/10.1016/j.wneu.2011.10.032
Luttikhuizen dos Santos, E. S., de Kieviet, J. F., Königs, M., van Elburg, R. M., & Oosterlaan, J. (2013). Predictive value of the Bayley Scales of Infant Development on development of very preterm/very low birth weight children: A meta-analysis. Early Human Development, 89(7), 487–496. https://doi.org/10.1016/j.earlhumdev.2013.03.008
Macey, J., Tyrväinen, V., Pirkkalainen, H., & Hama. (2020). Does esports spectating influence game consumption. Behaviour and Information Technology, 0(0), 1–17. https://doi.org/10.1080/0144929X.2020.1797876
Mccartin, T., Kotra, J., & Wittmeyer, G. (2010). Development of risk-informed, performance-based regulations for geological repository systems. Geological Repository Systems for Safe Disposal of Spent Nuclear Fuels and Radioactive Waste, (1), 663–677. https://doi.org/10.1533/9781845699789.5.663
Seo, Y., & Jung, S. U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635–655. https://doi.org/10.1177/1469540514553711
Sergeev, S., & Burmistrov, I. (2019). Cybersport within non-classical ergonomics of immersive and interactive environments. IOP Conference Series. Earth and Environmental Science, 337(1). https://doi.org/10.1088/1755-1315/337/1/012051
Sjöblom, M., Hassan, L., Macey, J., & Törhönen, M. (2018). Liking the game: How can spectating motivations influence social media usage at live esports events. ACM International Conference Proceeding Series, 160–167. https://doi.org/10.1145/3217804.3217908
Slade, D. G., Webb, L. A., & Martin, A. J. (2015). Providing sufficient opportunity to learn: a response to Grehaigne, Caty and Godbout. Physical Education and Sport Pedagogy, 20(1), 67–78. https://doi.org/10.1080/17408989.2013.798405
Su, Y. S., Chiang, W. L., James Lee, C. T., & Chan. (2016). The effect of flow experience on player loyalty in mobile game application. Computers in Human Behavior, 63, 240–248. https://doi.org/10.1016/j.chb.2016.05.049
Shahin, S. (2016). A critical axiology for big data studies. Palabra Clave, 19(4), 972–996. https://doi.org/10.5294/pacla.2016.19.4.2
Swanwick, T. (2014). Understanding Medical Education Second edition Esport. Communications in Computer and Information Science, 341-351.
Tomar, B. (2014). Axiology in Teacher Education: Implementation and Challenges. IOSR Journal of Research & Method in Education (IOSRJRME), 4(2), 51–54. https://doi.org/10.9790/7388-04235154
Xia, B., Wang, H., & Zhou, R. (2019). What Contributes to Success in MOBA Games? An Empirical Study of Defense of the Ancients. Games and Culture, 14(5), 498–522. https://doi.org/10.1177/1555412017710599
Zwibel, H., Difrancisco-Donoghue, J., & Defeo, A. (2019). An osteopathic physician’s approach to the esports athlete. Journal of the American Osteopathic Association, 119(11), 756–762. https://doi.org/10.7556/jaoa.2019.125
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.