Flaming and Performance in an Online Gaming Environment
Ananda Prawira Respati, Galang Lufityanto, S.Psi., M.Psi., Ph.D., Psikolog
2023 | Skripsi | PSIKOLOGI
Flaming mengacu kepada perilaku di mana seseorang mengirim
pesan yang mengejek atau pesan yang agresif. Flaming merupakan suata
masalah di industri game, terutama di komunitas game e-sport,
di mana perilaku tersebut mempengaruhi kesenangan pemain dan dianggap suatu
perilaku yang tidak sportif, seperti trash talk di dunia olahraga. Studi
ini bertujuan untuk meneliti apakah perilaku flaming mempengaruhi
performa pemain di dalam game yang diberi perlakuan flaming,
terutama seberapa baik seorang pemain dapat mengeliminasi pemain musuh
(performa individual) dan seberapa baik seorang pemain dapat berkontribusi
terhadap kesuksesan tim pemain (performa group). Studi ini mempelajari
pertanyaan dengan percobaan di mana pemain diberi perilaku flaming dan
membandingkan metrik performa di dalam game (rasio Kill-Death-Assist dan
poin-poin) sebelum dan sesudah perlakuan perilaku flaming terhadap 15
partisipan, semua pria yang berumur 19 sampai 26 tahun. Studi ini menemukan
bahwa ada indikasi yang menunjukan adanya efek perilaku flaming terhadap
performa individual, di mana 10 dari 15 partisipan menunjukan kenaikan terhadap
performa individual mereka. Hasil ini konsisten dengan hasil dari studi
sebelumnya oleh Neto, Yokoyama, dan Becker terkait dengan perubahan performa
dan kehadirannya perilaku flaming; dan juga konsisten dengan studi oleh
Raglin terkait perilaku flaming merupakan suatu hal yang dapat merusak
mental di situasi olahraga. Apa yang membedakan studi ini dengan studi-studi
sebelumnya ialah perubahan performa yang ditunjukan merupaka perubahan yang
positif, di mana perilaku flaming dari musuh menaikan performa
individual partisipan. Akan tetapi, terkait bahwa satu group menunjukan
performa individual mereka turun, perubahan performan tergantung terhadap
masing-masing group pemain.
Flaming
refers to sending hostile or insulting messages. It is an issue that the gaming
industry is dealing with daily, especially in an e-sport gaming community,
where it affects the overall enjoyment of the game and is considered
unsportsmanlike, the equivalent of trash talk in sports. This study aims to
investigate whether flaming also affects the in-game performance of players,
specifically how well they eliminate the enemy player (individual performance)
and how well they contribute to the team’s success (group performance), who are
subjected to such treatment. This study explores the question with staged
experimentation by subjecting several players to flaming behaviours and then
comparing the in-game performance metrics (Kill-Death-Assist ratio and points)
pre and post-treatment of 15 participants, all male ranging from 19-26 years
old. The study founds there are indications that there are effects of flaming
on individual performance, with 10 of the 15 participants showing an increase
in their individual performance, while none of them shows a significant change
in group performance. The result is consistent with previous studies done by
Neto, Yokoyama, and Becker regarding performance change and the presence of
flaming behaviour; as well as Raglin’s study regarding flaming behaviour served
as a mental harm in a sport situation. What differs from the previous studies
is that the performance change is a net positive in most cases, where flaming
behaviour from the enemy team increased individual performance. However, since
one group had their individual performance decrease, whether the impact is
positive or negative depends on the group of players.
Kata Kunci : online gaming, e-sport, flaming behaviour, group performance, individual performance