Catalog :

Detail Article


ISSN 2301-5829

Vol. 6 / No. 1 / Published : 2017-01

TOC : 11, and page :95 - 106

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Original Article :

Nouveaux riches in dota 2 trade center indonesia

Author :

  1. Adam Afif Moll*1
  2. Lastiko Endi Rahmantyo*2
  1. Mahasiswa Fakultas Ilmu Budaya
  2. Dosen Fakultas Ilmu Budaya

Abstract :

The concept of freemium game has been applied in recent years due to the result of intense competition in the online game industry. Consequently, game developers and publishers are having their own way to convince players to use their money on virtual items inside the game. As the best Multiplayer Online Battle Arena (MOBA) game in the world, the freemium video game of Dota 2 successfully induce its players to spend their money on it as evidenced by its world competition in 2015 with the prize pool of $18,429,613. This phenomenon leads the player to create the virtual community called as online trade community. Established in 2012 with the total of 20,457 members, D2TCI (Dota 2 Trade Center Indonesia) become the biggest and well known online trade community for Dota 2 players in Indonesia. Thus, this study is conducted to investigate the consumption pattern of the members inside the virtual community of D2TCI and the meanings they embedded toward the items that they buy for the game itself. This qualitative research applied Kozinet’s consumption pattern model and Veblen’s social emulation theory alongside virtual ethnography as its method. The results taken from an in-depth interview with 7 respondents through online chatting provided by the community show that they consume virtual items in the community to show the display of prestige and wealth as a nouveaux riches. Thus, it indicates that the member of D2TCI uses the power of anonymity to express themselves through their consumption pattern.

Keyword :

consumption pattern, Dota 2, freemium game, virtual community, virtual ethnograph,

References :

  1. Attenborough, F Thomas, (2014). Jokes, pranks, blondes and banter: recontextualising sexism in the British print press. 137-154 : Journal of Gender Studies
  2. Maestre, Maria D Lopez, (2013). Narrative and Ideologies of Violence Against Women : The Legend of The Black Lagoon. 229-313. : Language and Literature
  3. Worth, Anna, (2016). Playing the Gender Card: Media Representation of Julia Gillard's Sexism and Mysogyny Speech. 52-72 : Feminism and Psychology


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