Professional Gamer: The Meaning on ‘Point Blank Online’ Play

Muhd Ar. Imam Riauan, Abdul Aziz


The growth rate of online game players in Indonesia is 33% average per year on 2010 and 35% on 2013. Majority of game players are not able to control game play activities and only waste time. On the other hand there is a group of online game players who are capable of achieving and succeeding in the online gaming world especially in playing Point Blank. This research use qualitative analysis with descriptive approach to investigate the professional online game player on ‘Team Fun’ Group that consist of 6 player with different ability in Point Blank. This research show that the meaning on Point Blank give a chance for the playerto become professional gamers as long asthe players able to determine their goals and dreams in playing online games. Professional game playeralso must join a solid team to clear goal in play.


Meaning, Simbolic Interaction, Professional Gamer, Point Blank

Full Text:



Boilard, S., Simbol, A., & Kuhn, J. (2009). Completion-based Funding for Higher Education. Higher Education, (21 January 2009). Retrieved from

DetikInet. (2010, February 11). Di Indonesia, Point Blank Tembus 2 Juta Pengguna. Retrieved from

Duniaku. (2015). No Title. Retrieved August 23, 2017, from

Esportsearnings. (2008). No Title. Retrieved August 23, 2017, from

Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23(3), 212–218.

Kuswarno, E. (2008). Etnografi Komunikasi Pengantar dan Contoh Penelitiannya. Bandung: Widya Padjadjaran.

Liebert, M. A., Lo, S., Ph, D., Wang, C., & Fang, W. (2005). Physical Interpersonal Relationships and Social Anxiety. Cyberpsychology & Behavior, 8(1), 15–20.

Metrotvnews. (2017, March 18). Incar Pemain Baru Point Blank, Ini Strategi Garena Indonesia. Retrieved from

Moleong, L. J. (2000). Metodologi Penelitian Kualitatif. Bandung: PT. Remaja Rosdakarya.

Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychol Behav, 8(2), 110–113.

Prasanti, D., & Indriani, S. (2017). Interaksi Sosial Anggota Komunitas Let’S Hijrah Dalam Media Sosial Group Line. Jurnal The Messenger, 9(2), 143–152.

Rakhmat, J. (1997). Metode Penelitian Komunikasi. Bandung: PT. Remaja Rosdakarya.

Ramadhani. (2013). Hubungan Motif Bermain Game Online dengan Perilaku Agresivitas Remaja Awal (Studi Kasus Di Warnet Zerowings, Kandela Dan Mutant Di Samarinda). eJournal Ilmu Komunikasi, 1(1), 136–158.

Riauan, M. A. R. I., & Shasrini, T. (2017). Therapeutic Communications Impact On The Image Of Health Care ( Study At Regional Public Hospital Of Arifin Achmad Pekanbaru). Jurnal The Messenger, 9(1), 31–43.

Richard West, L. H. T. (2009). Pengantar Teori Komunikasi: Analisis dan Aplikasi. Terjemahan Maria Natalia Damayanti Maer. Jakarta: Salemba Humanika.

Shott, S. (1976). Society, self, and mind in moral philosophy: The scottish moralists as precursors of symbolic interactionism. Journal of the History of the Behavioral Sciences, 12(1), 39–46.<39::AID-JHBS2300120105>3.0.CO;2-T

Tribunnews. (2014, January 31). Point Blank Prize Pools & Top Players - Esports Profile __ Esports Earnings. Http:// Retrieved from

Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J. J. M., & Van De Mheen, D. (2011). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(1), 205–212.

Vivanews. (2010, July 5). Pemain Game Indonesia Naik 33% per Tahun. Https:// Retrieved from

Wiwitan, T., & Yulianita, N. (2018). The Meaning Construction of Public Relations Marketing of Islamic Private Higher Education PR. Jurnal The Messenger, 10(2), 135.



  • There are currently no refbacks.

Copyright (c) 2019 Jurnal The Messenger

View My Stats [Jurnal The Messenger] is an International Scientific Journal, Published by the Department of Communication, Faculty of Information Technology and Communication, Universitas Semarang (Central Java, Indonesia). It is licensed under a Creative Commons Attribution 4.0 International License.