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Achmad Kafabi

Harmoni: Jurnal Ilmu Komunikasi dan Sosial 2026 International Forum of Researchers and Lecturers

The rapid development of digital media, particularly YouTube, has encouraged personal branding practices among content creators in the gaming sector. This study analyzes how Tobias Justin constructs his personal branding through the Jess No Limit YouTube channel using Montoya's (2002) eight-component personal branding theory, namely specialization, leadership, personality, distinctiveness, visibility, unity, persistence, and goodwill. Employing a qualitative descriptive approach with a case study design, data were collected through online observation of 15 videos published between 2023 and 2025, digital documentation, and digital footprint analysis. Data were analyzed using Miles and Huberman's (1994) interactive model. Findings reveal that Tobias Justin's personal branding is built through consistent specialization in Mobile Legends gameplay, an authentic and humble personal narrative, a relaxed yet persuasive communication style, and sustained positive audience engagement. Audiences actively reinforce his image as a professional, inspiring figure, demonstrating that personal branding is a dialectical process involving creator presentation and collective audience validation. This study concludes that effective digital creator branding is shaped by value consistency, technical competence, and strategic audience relationship management, not mere popularity. Comparative research across gaming creators or platforms is recommended to extend generalizability.

Alvin Bachtiar; Agus Prihanto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The increasing integration of internet technology in educational institutions requires structured network governance to ensure that digital resources support academic activities effectively. Unrestricted access to online platforms often leads to non-academic usage such as online gaming and social media engagement during instructional hours, which may reduce learning concentration and degrade network performance. This research develops and evaluates a network access control simulation using a MikroTik RouterBoard RB951Ui-2HnD device. The system applies firewall filtering mechanisms, hotspot-based authentication, and bandwidth allocation strategies through Simple Queue configuration. Network segmentation is implemented to differentiate teacher and student access privileges. The study adopts a Research and Development (R&D) approach to design, configure, test, and evaluate the proposed system. Testing results indicate that the firewall configuration successfully restricts access to selected online games (Mobile Legends, Clash of Clans, Roblox) and social media platforms (YouTube, TikTok, Shopee, Instagram, Telegram). Furthermore, bandwidth management demonstrates effective traffic prioritization, ensuring more stable allocation for teacher accounts in accordance with configured maximum limits. The findings confirm that structured firewall and bandwidth policies can improve network discipline, enhance performance stability, and support a controlled digital learning environment in schools.

Putu Budi Utama; Ratna Artha Windari; Si Ngurah Ardhya

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2026 Pusat Riset dan Inovasi Nasional

The informal trading of Mobile Legends: Bang Bang game accounts through social networking platforms has expanded rapidly alongside the acceleration of digital technology and the growing integration of online gaming into contemporary lifestyles, particularly among younger demographics. Game accounts characterized by high competitive rankings, exclusive virtual assets, and accumulated in-game achievements have increasingly been commodified and exchanged through social media channels such as Facebook, Instagram, and TikTok, predominantly utilizing electronic payment instruments, including digital wallets. Despite its widespread practice, this form of transaction frequently generates legal complications, most notably in relation to consumer protection. Buyers are often exposed to substantial risks, including fraudulent representations, discrepancies between promised and actual account specifications, unauthorized resale, and the revocation of account access after payment completion. This study seeks to critically examine the legal framework governing the trading of Mobile Legends accounts and to assess the extent to which consumer protection mechanisms are afforded under Law Number 11 of 2008 concerning Electronic Information and Transactions and Law Number 8 of 1999 concerning Consumer Protection. Employing a normative juridical research design, this study applies statutory and conceptual approaches supported by the analysis of primary, secondary, and tertiary legal materials. The findings indicate that consumer protection within online game account transactions remains structurally insufficient, primarily due to the absence of explicit legal recognition of digital game accounts as legally protected objects. Consequently, the study underscores the necessity of adopting progressive legal interpretation and formulating specific regulatory instruments to enhance legal certainty and ensure more effective consumer protection within the evolving landscape of digital transactions.

Dwi Anjani; RA Marlien

Prosiding Seminar Nasional Ilmu Manajemen Kewirausahaan dan Bisnis 2026 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Tujuan dari penelitian ini: Mengetahui pengaruh komunitas online terhadap keputusan pembelian online. Mengetahui pengaruh promosi digital terhadap keputusan pembelian online. Penelitian ini menggunakan pendekatan kuantitatif. Pengambilan sampel yang digunakan yakni peneliti dengan sengaja menentukan sampel yang dipilih sesuai dengan jumlah komunitas di grup Facebook dan persyaratan sampel yang ditentukan. Populasi dalam penelitian ini adalah seluruh jenis kelamin berusia 18 – 30 tahun dan sampel pada penelitian ini ada 100 responden. Metode pengumpulan data yang digunakan adalah skala dengan variabel terikat Keputusan pembelian online dan variabel bebasnya yakni, komunitas online dan promosi digital. Teknik analisa data menggunakan uji analisis regresi linier berganda dengan bantuan program Statistical Package for Social Sciences (SPSS) 22.0 for Windows. Hasil penelitian menunjukan bahwa: Komunitas Online paling berpengaruh positif dan signifikan terhadap Keputusan Pembelian Online. Promosi Digital berpengaruh positif dan signifikan terhadap Keputusan Pembelian Online.

Ajizah Himawati; Dewi Noor Susanti

Jurnal Ilmiah Ekonomi, Akuntansi, dan Pajak 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Games that were initially enjoyed individually and offline have now evolved into online games that allow interaction, competition, and friendship with other players in real-time. Online games are now increasingly popular, one of which is Mobile Legends. This game can be downloaded through the Play Store and App Store. In April 2024, Mobile Legends ranked the most popular game by downloads on the statista.com website. The research objective was to determine the influence of event marketing, content marketing, influencers, and the social environment on the decision to purchase Mobile Legends game skins in Kebumen Regency. The method used was non-probability sampling with a purposive sampling technique aimed at 100 users. Data collection techniques used questionnaires and literature studies. The data analysis technique used multiple linear regression, which was then processed with the SPSS application version 25.0 for Windows. The results showed that event marketing had a significant effect on purchasing decisions, content marketing had a significant effect on purchasing decisions, influencers had no significant effect on purchasing decisions, the social environment had no significant effect on purchasing decisions, and event marketing, content marketing, influencers, and the social environment simultaneously had a significant effect on purchasing decisions.

Febriyanti, Alvyana Putri; Annurudiya, Annurudiya; Windrayadi , Yosia Dian Purnama

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2025 FEB Universitas Maritim Semarang

This study aims to analyze the relationship between the intensity of playing the online game Mobile Legends and the consumptive behavior of university students at Universitas PGRI Ronggolawe Tuban. The research was motivated by the growing phenomenon of digital consumption among students, particularly through virtual item purchases via microtransactions. A quantitative correlational approach was employed, using purposive sampling involving 40 active student players of Mobile Legends. Research instruments consisted of Likert-scale questionnaires measuring two main variables: gaming intensity (frequency and duration) and consumptive behavior (impulsive buying, wastefulness, and non-rational consumption). Data were analyzed using Spearman’s rho correlation test, revealing a positive and significant relationship between gaming intensity and consumptive behavior (r = 0.558; p < 0.05). These findings indicate that higher gaming intensity increases students’ tendency toward hedonic and symbolic digital consumption. The study highlights that students’ consumptive behavior in the digital era is shaped not only by economic factors but also by social influence, self-control, and emotional gratification. The research implies the need for enhanced digital financial literacy and self-regulation awareness among students to mitigate excessive consumptive behavior.

Muhammad Dhika Fachrezi; Bonardo Marulitua Aritonang; Muhammad Ismail Alif

Kajian Administrasi Publik dan ilmu Komunikasi 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The phenomenon of Mobile Legends addiction among children in Kebagusan has generated significant social and academic consequences, highlighting the crucial role of family communication patterns in addressing this issue. This study aims to analyze parental communication strategies in dealing with children addicted to Mobile Legends. Employing a descriptive qualitative method, data were collected through in-depth interviews, observation, and documentation with four housewives as key informants. The findings reveal that the dominant communication pattern is democratic, characterized by openness, empathy, emotional support, and positive attitudes that foster dialogue within the family. This approach proved effective in reducing tensions, strengthening emotional bonds, and encouraging children to be more receptive to parental guidance. The study suggests that the democratic communication approach significantly mitigates the negative effects of digital addiction. Additionally, it emphasizes the importance of creating an open, supportive, and understanding environment at home, where children feel comfortable discussing their digital habits. In conclusion, democratic communication plays a vital role in overcoming digital addiction among children and offers practical implications for families to cultivate healthy interactions in the digital era.

Ahmad Sulkifli; Nur Hikmah; Wahyudi Ilyas; Kurniati Abidin

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

Mobile Legends as one of the online games now also acts as a social media that is popular among Generation Z, especially in the Watampone area. This study aims to understand how interpersonal communication styles develop among players of the game and see how social interactions are formed after playing. Using a descriptive qualitative approach, data was obtained through interviews with several active players. The results show that interpersonal communication in the context of playing is not only a means of entertainment, but also a place to strengthen social relations. Mobile Legends is able to fulfill the social and emotional needs of its users, as well as strengthen interpersonal communication skills. This research is expected to provide an overview so that game users can be wiser in playing, and avoid negative impacts that may arise.

Nurul Karisma; Yovita Eka Wulandari; Shelvi Amalia Putri

ARDHI : Jurnal Pengabdian Dalam Negri 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This article aims to analyze the views of Generation Z (Gen Z) towards the use of Mobile Legends online game as a source of income. This research uses a qualitative approach with a case study method involving six research subjects aged 20-24 years old and actively playing Mobile Legends. Data were collected through semi-structured interviews, observations, and documentation studies. The results showed that Gen Z has a positive view of Mobile Legends as a source of additional income. Their main motivations are the desire to earn extra income, an income-generating hobby, filling spare time, and entrepreneurial opportunities. The strategies used include selling accounts, becoming a jockey, live streaming, content creation, and participating in tournaments. Challenges faced include fierce competition, meta game changes, risk of fraud, and the need to maintain a balance between gaming and real life. Playing intensity has a relationship with monetization success, but excessive intensity can have a negative impact. This research provides new insights into the phenomenon of online game utilization as a source of income among Gen Z and its implications for the digital economy and entrepreneurship.

Defio Mario Ratu; Melky Pangemanan

VitaMedica : Jurnal Rumpun Kesehatan Umum 2024 STIKES Columbia Asia Medan

Online gaming has become an integral part of the lives of many college students around the world. This phenomenon has a variety of impacts, both positive and negative. Playing online games is an activity that is carried out with the aim of obtaining pleasure without considering what will happen from the activity. This study aims to determine the impact of the online game Mobile Legends: Bang Bang on students of the Islamic Communication and Broadcasting study program at the Bone State Islamic Religious Institute. This research uses field research and the type of research is qualitative research. Data processing in this study is carried out by processing and analyzing data qualitatively. Qualitative data processing and analysis are carried out through data reduction, data presentation, verification and conclusion drawn. The results of the study show that the impact of online games consists of two, namely negative impact and positive impact. The positive impacts of online games are skill development, hand-eye coordination, social skills and collaboration, language development, and a source of entertainment and relaxation. Negative impacts are dependence and addiction, physical health, social isolation, financial impact, and stress levels.

Cindy Alya Putri; Annisaa Irsalina Razita; Nila Mahardika Tiara Sari; Zulfiqli Kurniawan

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Saat ini penggunaan game online di kalangan mahasiswa sangat meningkat, salah satunya yaitu game online, mahasiswa sering meluangkan waktu untuk bermain Mobile Legends. Hal ini menyebabkan terganggunya aktivitas akademik pada dunia perkuliahan. Penelitian ini bertujuan untuk mengetahui tingkat prokrastinasi dari pengaruh bermain game online Mobile Legends pada Mahasiswa Teknik Informatika Universitas Muhammadiyah Ponorogo dengan menggunakan metode kualitatif. Sampel penelitian ini diambil dari mahasiswa Teknik Informatika angkatan 2022. Pada penelitian ini menggunakan pendekatan deskriptif kualitatif yang dilakukan dengan menjabarkan fakta dan data yang didapat dari sumber data yang ada. Data diambil menggunakan wawancara dan observasi angket. Penelitian ini menunjukan bahwa game online Mobile Legends mempengaruhi perilaku prokrastinasi pada mahasiswa. Hal ini dapat ditunjukan mahasiswa yang memainkan Mobile Legends menunda tugas dengan sengaja. Oleh karena itu, disarankan agar mahasiswa Teknik Informatika Universitas Muhammadiyah Ponorogo dapat mengurangi intensitas bermain Mobile Legends untuk mengurangi prokrastinasi akademik. Dari Universitas juga dapat memberikan sosialisasi pengaruh intensitas bermain Mobile Legends terhadap pengaruh akademik.

Matthew Alfredo; Aria Ganna Henryanto

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2024 LPPM Universitas Sains dan Teknologi Komputer

The advancement of technology becomes important in entertainment industry without the exception of online games. One of the most popular games is Mobile Legends: bang Bang in which the number of players keeps on increasing annually. The purpose of this research is to evaluate skin purchase decision based on price perception, promotion, and product design in Mobile Legends: Bang Bang. Several independent variables that are used in this research include price(X1), promotion (X2), and product design (X3). This quantitative research is done with purposive sampling method through Google form questionnaires and is analyzed with SPSS program. There are 175 respondents who are from Surabaya that play Mobile Legends: Bang Bang. This research shows that all variables are valid and reliable, because the classical assumption test that is done proves there is no heteroscedasticity and multicolinearity as well as fulfill linearity and normality assumption. T-test that is done also shows that there is no significant effect of price perception on purchase decision eventhough showing positive correlation. While, promotion and product design prove significantly affect positive on purchase decision.

Catherine.S.Lorentz Sitorus; Devi Patricia Hutagalung; Yuliana Sari

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Currently we see how the development of mobile phones has greatly influenced games or video games. Now with Android-equipped phones that can load more data stored on the phone, "games that previously could only be played offline are being developed, such as games on the Internet that can be played online indefinitely"¹, in this case. , games are also developed with the term "online games" which use data in their work. This continuously developing game then influences the lives of teenagers. The number of mobile devices is also increasing, this also has the influence of mobile legends which also increase the needs of children during the Covid pandemic, so the number of mobile phones also increases. In this magazine we will tell you about the effects of the Mobile Legends game. This research explains the influence of the Mobile Legends game on teenage behavior. This game is now widely spread among teenagers and has an impact on their socially unhealthy development in society.    

Eunike Priskila Yogyanti Boru Pardede; Mely Syahputri Sidauruk; Sonia Nuansa Indah Sihombing; M. Surip

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to examine the influence of the Mobile Legend game and social media on changes in the use of Indonesian among teenagers. Using an online survey method with a quantitative and qualitative approach, data was obtained from a survey of 34 teenagers aged 12-21 years. The research results showed that as many as 47.05% of respondents felt that playing Mobile Legends made them use harsh language more often, both when playing games and in daily interactions with friends or family. As many as 47.05% of respondents stated that they often used harsh language. slang and abbreviations in daily conversations, as many as 42.6% of respondents are aware of maintaining a balance between the use of slang and standard language. As many as 29.4% of respondents feel more comfortable and use slang more often due to the influence of social media. This research concludes that the Mobile Legend game and social media have a significant influence on the use of informal language and foreign terms among teenagers, which has an impact on their ability to speak formal language.

Zabrina Fitri Novi Amanda; Robby Firdaus Rachman; Hesti Kartika Sari; Tarsianus Jebarus; Eni Nurhayati

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Technological developments have brought significant changes in lifestyle, especially among Generation Z (Gen Z). One phenomenon is the popularity of online games such as Mobile Legends. This research aims to investigate the influence of the intensity of playing Mobile Legends on the language behavior of Gen Z. In this research, the author used a descriptive study research method with a quantitative approach, and used a Google Form questionnaire as a data collection medium. This research involved an online survey of teenagers aged 11 to 26 years using Google Form which was distributed using social media. The research results show that the Mobile Legends game has a significant impact on various aspects of teenagers' lives, including physical responses, body movements, facial expressions, imitation of character movements, and use of typical terms.

Maulana Abdul Arifin; Linggua Sanjaya Usop; Patrisia Cuesdeyeni; Rini Susilawati; Suryanata Suryanata +1 more

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2023 Universitas Palan

This research was carried out against the background of player behavior in the Mobile Legends Bang Bang game, in the Mobile Legends Bang Bang game Toxic behavior often occurs in the Mobile Legends Bang Bang Online Game, where this behavior often occurs when in a team there is a player who plays very aggressively. bad, doing feeders, differences in countries, differences in ethnicity, even differences in religion and so on. This research aims to find out (1) How toxic behavior takes the form of sarcasm in the online game Mobile Legends Bang Bang, (2) How toxic behavior takes the form of cynicism in the online game Mobile Legends Bang Bang. This research is field research and uses a qualitative approach. The research location is the barracks/boarding house where you live. Data sources in this research include data on the research location and data regarding mobile legends from players and barrack/boarding house owners. Secondary data consists of data from the online game Mobile Legends and toxic behavior obtained from other sources. The data collection technique used is through observation and documentation. For technical data analysis using data reduction, data presentation and drawing conclusions. Toxic in the form of sarcasm is a rude insult intended to hurt other people in the Mobile Legends game. The team is annoyed at players who are considered bad and burden the team. Toxic cynicism criticizes in a frank language style that fits the facts. Cynicism or excessive skepticism is a condescending attitude that is detrimental and hurts the feelings of others. It involves negative or cynical judgments of other people, ideas, or situations with the aim of ridiculing or feeling better than the other person. This text will be shortened to a few sentences or important points, while maintaining the essence of the information conveyed.

Bachtiar Rizky Alamsyah; Ananda Surya Dahana Dewantara; Daffa Maheswara Iswidono; Noval Rizqi Santoso; Nur Aini Rakhmawati

Jurnal Insan Pendidikan dan Sosial Humaniora 2023 International Forum of Researchers and Lecturers

This research aims to analyze the impact of playing Mobile Legends on toxic behavior in both children and adults. The background of this study is based on the fact that Mobile Legends is one of the popular online games in Indonesia and is widely played by children to adults, often exhibiting toxic behaviors. The method used in this research is a survey. The results of the study indicate that out of 15 survey questions, 90% of the respondents showed a tendency towards toxic activities while playing Mobile Legends. This indicates that individuals ranging from children to adults often engage in toxic behavior, such as using offensive language during gameplay. Therefore, one of the recommendations to create a healthier gaming environment is to block such accounts to prevent them from playing the game for a certain period.