PENGALAMAN INTERAKTIF PENGGUNAAN KARAKTER ‘QUIET’ DALAM PERMAINAN METAL GEAR SOLID V: THE PHANTOM PAIN

REZA MUTIA ADI CAHYANI, Taufik Suprihatini

Abstract


Metal Gear Solid V: The Phantom Pain is the game that has been known even before its launch date by their unique character ‘Quiet’, a sniper that will accompany players as a buddy along the mission. ‘Quiet’ has become a popular character between both men and women player. From the total 657 member, around 184 women’s player as a part of discussion group on Kaskus site using ‘Quiet’ as their buddy By using a qualitative approach, with constructivism paradigm, and analyzed through phenomenological method, this study aims to understand player experience by using ‘Quiet’ character in the Metal Gear Solid V: The Phantom Pain game and the effect caused by using the character upon themselves. Flow theory is a main theory to apprehend this research. 6 informants were taken as a part of the study that consist of 3 men and 3 women that has played using ‘Quiet’ as their buddy with 100% bond meter. The result of the study found that the immersive process require a sense of human sensory and graphical display of the game. The control itself is a main part to enhance the ability of immersive experience to be felt especially for fan service features that allow players to take control over camera is one of the reason men players using Quiet as their buddy whilst women players tend to utilize Quiet for gameplay matter. Proteus effect shows to certain player where the de individuation occurs where the game character characteristic induced to on how they behave in reality. Personal experience and the ability to mod the game are triggering the proteus effect into the players.

Keywords


Interactive experience, immersive, flow, proteus effect, game study

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