Virtual Communication among Mobile Legends: Bang Bang Players through the In-Game Chat Feature among Adolescents in Telanaipura, Jambi City

Authors

  • Muhammad Azizul Hakim Universitas Nurdin Hamzah
  • Qatrun Nada Universitas Nurdin Hamzah

DOI:

https://doi.org/10.67155/joc.v2i1.61

Keywords:

communication patterns, Mobile Legends Bang Bang, virtual communication

Abstract

The rapid growth of team-based online games such as Mobile Legends: Bang Bang (MLBB), which serve not only as entertainment but also as a space for virtual social interaction. This game, which requires coordination among five players on a single team, presents complex communication dynamics through its chat feature, yet it often faces technical obstacles as well as toxic communication. The purpose of this study is to examine the communication patterns of MLBB players in the chat column, specifically the forms of communicative interaction and the obstacles that arise during gameplay. This study employs the All-Channel Communication Pattern Theory, which views communication as an open process without hierarchical boundaries among team members. The methodology used is a descriptive qualitative approach, with data collection techniques including in-depth interviews, non-participant observation, and documentation. Informants were selected via purposive sampling, comprising 12 active MLBB players in the Telanaipura area of Jambi City. The research findings indicate that the communication patterns that emerge are dynamic and open, reflecting the characteristics of an All-Channel model with three forms of communication: dyadic (two-way) in the early phase of the game, triadic (three-way) in the middle phase, and global network (multi-directional) in the final phase. Communication barriers identified include technical constraints such as network instability (lag) and non-technical barriers such as toxic communication, including flaming, blaming, and sarcasm, which negatively impact focus, motivation, and team performance. This study underscores that effective and ethical communication is essential for fostering teamwork and creating a more positive gaming environment.

References

Adriyana, I. (2022). Perilaku Toxic Player Game Online (Studi Kualitatif Pada Pengguna Game Online Mobile Legends: Bang-Bang).

Albab, U. (2025). Fenomena Toxic Behavior dalam Game Online Mobile Legends : Bang Bang di Kalangan Mahasiswa Universitas Sumatera Utara.

Alrizky, Z., Ramdhani, M., & Arindawati, W. A. (2025). PERILAKU TRASH-TALKING PADA GAME ONLINE MOBILE LEGENDS: (Etnografi Virtual pada Player Mobile Legends: Bang Bang). Journal Publicuho, 8(1), 26–38. https://doi.org/10.35817/publicuho.v8i1.615

Ambarwati, M., Nurhadi, & Rahman, A. (2022). Trash-Talking Pemain Mobile Legends: Bang Bang Mahasiswa FKIP UNS. Ganaya : Jurnal Ilmu Sosial Dan Humaniora, 5(3), 243–255. https://doi.org/10.37329/ganaya.v5i3.1833

BoostRoom. (2026). Toxic Teammates in MLBB: How to Still Win. BoostRoom Blog. https://boostroom.com/blog/toxic-teammates-how-to-still-win-the-match

Deepublish, P. (2025). Triangulasi Data: Arti Penting, Jenis, Kelebihan. https://penerbitdeepublish.com/information/triangulasi-data/amp/#Apa_Itu_Triangulasi_Data_dalam_Penelitian_Kualitatif

Dirgantara, H. B., Lesmana Marselino, T., & Ery Kurniawati, Y. (2023). Kajian Literatur Kurikulum E-sport dan Perkembangan Industri Game. KALBISCIENTIA Jurnal Sains Dan Teknologi, 10(1), 7–13. https://doi.org/10.53008/kalbiscientia.v10i1.1799

Felmlee, D., McMillan, C., & Whitaker, R. (2021). Dyads, triads, and tetrads: a multivariate simulation approach to uncovering network motifs in social graphs. Applied Network Science, 6(1). https://doi.org/10.1007/s41109-021-00403-5

Irwanto, I. (2023). Pola Komunikasi Antar Gamers Pada Fitur Chat (IN-GAME) Studi Fenomenologi Pemain Game Online Mobile Legends di Bandung. Jurnal Pendidikan Tambusai, 7(2), 3702–3710.

Krupskyi, O. P., Stasiuk, Y., & Kobchenko, A. (2025). Communication Models in the Management of Digital Teams on the Example of E-Sports. 2, 306–312. https://doi.org/http://doi.org/10.32702/2307-2105.2025.6.69

Lim, E. H., Vungthong, S., & Trakulkasemsuk, W. (2024). Trash-talking versus Toxicity : An Analysis of / All Chat Exchanges between Southeast Asian Players of an Online Competitive Game. 0672 (June).

Miles, M. B., Huberman, A. M., & Saldana, J. (2014). Qualitative data analysis: A methods sourcebook. (No Title).

Pham, T. M., Korbel, J., Hanel, R., & Thurner, S. (2022). Empirical social triad statistics can be explained with dyadic homophylic interactions. Proceedings of the National Academy of Sciences of the United States of America, 119(6), 1–7. https://doi.org/10.1073/pnas.2121103119

Rawlings, C. M., Smith, J. A., Moody, J., & McFarland, D. A. (2023). Network Analysis: Integrating Social Network Theory, Method, and Application with R. Cambridge University Press.

Riani Iskandar Batubara, G., & Saragih, M. Y. (2024). Virtual Communication Patterns of Mobile Legends Gamers’ Journalism in Youth Sarcasm Actions in Kisaran City, Asahan Regency. Jurnal Spektrum Komunikasi, 12(2), 157–166. https://doi.org/10.37826/spektrum.v12i2.710

Sukmawati, Salmia, & Sudarmin. (2023). Population, Sample (Quantitative) and Selection of Participants/Key Informants (Qualitative). Edumaspul, 7(1), 131–140.

Wikipedia. (2025). Mobile Legends: Bang Bang. Wikipedia.Org. https://en.wikipedia.org/wiki/Moonton

Downloads

Published

2026-06-15

How to Cite

Hakim, M. A., & Nada, Q. (2026). Virtual Communication among Mobile Legends: Bang Bang Players through the In-Game Chat Feature among Adolescents in Telanaipura, Jambi City. Journal of Communication, 2(1), 13–24. https://doi.org/10.67155/joc.v2i1.61

Similar Articles

You may also start an advanced similarity search for this article.