Exploring the role of moderation in shaping the subjective experience of Genshin Impact players in the Indonesian Facebook group
Abstract
This research examines the subjective experiences of Genshin Impact players in Indonesia, focusing on interactions within Facebook groups. It explores how group dynamics and moderation influence toxic behavior. By interviewing moderators from two Facebook groups, the study compares toxic behavior and moderation strategies, revealing that active, effective moderation reduces toxicity, while less oversight leads to increased negativity. The findings highlighted the crucial role of community management in shaping player interactions and online group culture. Beyond presenting practical implications for moderators and community managers, the study also contributed conceptually to understanding the relationship between moderation practices and online social behavior. It suggested that future research should involve broader and more diverse player groups to validate and expand these insights.
Keywords
Full Text:
PDFReferences
Alford, A. (2021, September 21). Genshin Impact players now review bombing Google Classroom... for some reason. Invenglobal. https://www.invenglobal.com/articles/15227/genshin-impact-players-now-review-bombing-google-classroom-for-some-reason
Altman, I., & Taylor, D. A. (1973). Social penetration: The development of interpersonal relationships. Holt McDougal.
Anonymous. (n.d.). Genshin Impact live player count and statistics. Retrieved June 20, 2025, from https://activeplayer.io/genshin-impact/
Arifah, F. H., & Candrasari, Y. (2022). Pola komunikasi virtual dalam komunitas games online: (Studi netnografi pada komunitas Facebook Genshin Impact Indonesia official). Jurnal Ilmiah Teknik Informatika dan Komunikasi, 2(2), 55-66. https://doi.org/10.55606/juitik.v2i2.206
Austin, J. (2022). “I suppose I’ll be patching you up, as usual”: Women’s roles and normative femininity in a team-based video game. New Media & Society, 24(5), 1116–1132. https://doi.org/10.1177/1461444820972396
Bergstrom, K. (2021). Anti-social social gaming: community conflict in a Facebook game. Critical Studies in Media Communication, 38(1), 61–74. https://doi.org/10.1080/15295036.2020.1863441
Bergstrom, K., & Poor, N. (2021). Reddit gaming communities during times of transition. Social Media + Society, 7(2). https://doi.org/10.1177/20563051211010167
Bergstrom, K., & Poor, N. (2022). Signaling the intent to change online communities: A Case from a reddit gaming community. Social Media + Society, 8(2). https://doi.org/10.1177/20563051221096817
Bu, Q., Jin, Y., & Li, Z. (2020). How does a customer prefer community or brand? The impacts of customer experience on customer loyalty based on the perspective of value co-creation. Journal of Contemporary Marketing Science, 3(3), 281–302. https://doi.org/10.1108/JCMARS-02-2020-0009
Burnes, B., & Cooke, B. (2013). Kurt Lewin’s field theory: A review and re‐evaluation. International Journal of Management Reviews, 15(4), 408–425. https://doi.org/10.1111/j.1468-2370.2012.00348.x
Cresswell, J. W., & Poth, C. N. (2015). Qualitative inquiry and research design: choosing among five approaches (Third Edition). SAGE Publications.
Diputri, A. T., & Afriani, A. L. (2022). Pengaruh media sosial Instagram terhadap Brand Image PT Hijau Indah Selaras. Communicology: Jurnal Ilmu Komunikasi, 10(2), 169–187. https://doi.org/10.21009/COMMUNICOLOGY.030.03
Djafarova, E., & Foots, S. (2022). Exploring ethical consumption of generation Z: theory of planned behaviour. Young Consumers, 23(3), 413–431. https://doi.org/10.1108/YC-10-2021-1405
Fiesler, C., & Dym, B. (2020). Moving across lands: Online platform migration in fandom communities. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW1), 1–25. https://doi.org/10.1145/3392847
Fox, J., Gilbert, M., & Tang, W. Y. (2018). Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction. New Media & Society, 20(11), 4056–4073. https://doi.org/10.1177/1461444818767102
Gandolfi, E., Ferdig, R. E., & Soyturk, I. (2023). Exploring the learning potential of online gaming communities: An application of the game communities of inquiry scale. New Media & Society, 25(6), 1374–1393. https://doi.org/10.1177/14614448211027171
Hussain, Z., & Griffiths, M. D. (2014). A qualitative analysis of online gaming. International Journal of Cyber Behavior, Psychology and Learning, 4(2), 41–57. https://doi.org/10.4018/ijcbpl.2014040104
Iglesias, A. (2020, December 9). Genshin Impact buffs zhongli again amid fan frustrations. https://gamerant.com/genshin-impact-zhongli-buff/
Jeffery, R. (2019). Media and society: Critical perspectives. Sage Publications.
Kim, J. (2021). The meaning of numbers: effect of social media engagement metrics in risk communication. Communication Studies, 72(2), 195–213. https://doi.org/10.1080/10510974.2020.1819842
Kowert, R. (2020). Dark participation in games. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.598947
Laato, S., Kordyaka, B., & Hamari, J. (2024). Traumatizing or just annoying? unveiling the spectrum of gamer toxicity in the StarCraft ii community. Proceedings of the CHI Conference on Human Factors in Computing Systems, 1–18. https://doi.org/10.1145/3613904.3642137
Lapolla, M. (2020). Tackling toxicity: identifying and addressing toxic behavior in online video games. Seton Hall University.
Littlejohn, S. W., & Foss, K. A. (2009). Teori komunikasi: Pengantar metode dan aplikasi (9th ed.). Salemba Humanika.
Li, Z., Kocielnik, R., Linegar, M., Sambrano, D., Soltani, F., Kim, M., Naqvie, N., Cahill, G., Anandkumar, A., & Alvarez, R. M. (2024). Online moderation in competitive action games: How intervention affects player behaviors (arXiv preprint). arXiv. https://doi.org/10.48550/arXiv.2411.01057
Lu, W. (2023). Analysis MiHoYo business model competitiveness. Highlights in Business, Economics and Management, 11, 131–136. https://doi.org/10.54097/hbem.v11i.7957
Meriläinen, M., & Ruotsalainen, M. (2024). Online disinhibition, normative hostility, and banal toxicity: Young people’s negative online gaming conduct. Social Media + Society, 10(3). https://doi.org/10.1177/20563051241274669
Rahardjo, D., & Bintarti, A. (2023). Access behaviour capacity and usage on social media: exploring higher distance education students’ perception. Jurnal ASPIKOM, 8(2). https://doi.org/10.24329/aspikom.v8i2.1161
Schäfer, S., Rebasso, I., Boyer, M. M., & Planitzer, A. M. (2024). Can we counteract hate? effects of online hate speech and counter speech on the perception of social groups. Communication Research, 51(5), 553–579. https://doi.org/10.1177/00936502231201091
Schunk, D. H., & DiBenedetto, M. K. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60, 101832. https://doi.org/10.1016/j.cedpsych.2019.101832
Tang, W. Y., Reer, F., & Quandt, T. (2020). Investigating sexual harassment in online video games: How personality and context factors are related to toxic sexual behaviors against fellow players. Aggressive Behavior, 46(1), 127–135. https://doi.org/10.1002/ab.21873
Widaningsih, T. T., Kusumaningrat, M. M. W., & Marta, R. F. (2023). The influence of tiktok content creator on consumptive behavior of teenagers in online shopping. Jurnal ASPIKOM, 8(2). https://doi.org/10.24329/aspikom.v8i2.1206
Zhang, Y. (2023). Analysis of player attitudes and behaviors towards different mobile games based on variance. Highlights in Science, Engineering and Technology, 49, 136–141. https://doi.org/10.54097/hset.v49i.8493
DOI: http://dx.doi.org/10.24329/aspikom.v10i1.1598
Refbacks
- There are currently no refbacks.

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