Aksiologi esports sebagai olahraga non fisik di Indonesia
Similarity Check

PlumX Metrics



How to Cite

Wali, C. N., & Widiyanto, W. (2020). Aksiologi esports sebagai olahraga non fisik di Indonesia. Jurnal SPORTIF : Jurnal Penelitian Pembelajaran, 6(3), 640-656. https://doi.org/10.29407/js_unpgri.v6i3.14926


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.

Similarity Check


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

Creative Commons License

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

Copyright (c) 2020 Carles Nyoman Wali, Widiyanto Widiyanto


Download data is not yet available.