Latent Message Playing the Game Free Fire As a Celebrity Factor and Fan Among Students

Authors

  • Amirul Mu'minin Informatics Engineering, Politeknik Negeri Batam
  • Anis Rahmi Informatics Engineering, Politeknik Negeri Batam
  • Intan Rizky Mutiaz Faculty of Art and Design, Institut Teknologi Bandung

DOI:

https://doi.org/10.5614/j.vad.2025.17.2.2

Keywords:

ACNA, celebrity fandom, Free Fire, latent message, virtual ethnography

Abstract

The use of digital applications, particularly online games on smartphones, increased significantly during the Covid-19 pandemic, especially in 2020. One popular game among students is Free Fire, a multiplayer game that enables virtual social interaction. This study aimed to identify latent messages emerging from the verbal and behavioral expressions of young players, as well as how digital figures like Rasyah Rasyid influence celebrity and fandom phenomena among high school students. This study employed virtual ethnography and Associative Concept Network Analysis (ACNA), using the University of South Florida (USF) association dictionary, to analyze Rasyah?s spontaneous speech during live-streamed gameplay. The findings revealed that the primary message emerging from Rasyah?s communication was the concept of ?friend,? which was the central node in the word association network, as it had the highest ODC score (0.24). These results indicate that communication within online games extends beyond technical or competitive functions and plays a crucial role in fostering emotional closeness and social bonds. Such interactions contribute to the development of parasocial relationships between online idols and their audiences. This study provides insight into how digital popular culture, game-based communication, and visual personas influence the identities and aspirations of high school students in the digital era.

References

Ramadhani, R.I., Fathurohman, I. & Fardani, A.M., The Effects of Continuous Smartphone Use During the Covid-19 Pandemic on Children's Behavior, Jurnal Amal Pendidikan, 8(2), pp. 96?105, 2020. (Text in Indonesian)

Hidayat, Garena Free Fire Reaches 80 Million Daily Active Users, Tekno Liputan6, https://www.liputan6.com/tekno/read/4258217/garena-free-fire-kantongi-80-juta-pengguna-aktif-harian, (22 November 2021). (Text in Indonesian)

Michael, The Indonesian Student Esports Tournament features Free Fire and Lokapala., Esports ID, https://esports.merahputih.com/read/turnamen-pelajar-indonesia-esports-tandingkan-free-fire-lokapala-5349, (30 November 2020). (Text in Indonesian)

Nasrullah, R., Virtual Ethnography: Research on Communication, Culture, and Sociotechnology on the Internet, ed. 2, Simbiosa Rekatama Media, 2019. (Text in Indonesian)

Sadasri, L.M., Micro-celebrity on New Media Self-presentation - Study on Micro-celebrity's Vlog, Jurnal Penelitian Komunikasi dan Opini Publik, 21(2), pp. 167-180, 2017. (Text in Indonesian and Abstract in English)

Pratiwi, D.F., Computer Mediated Communication (CMC) in the Perspective of Cross-Cultural Communication, Profetik: Jurnal Komunikasi, 7(1), pp. 29-41, 2014. (Text in Indonesian and Abstract in English)

Septinarini, S.M., Alimuddin, J. & Tatminingsih, S., The Impact of the Online Game ?Free Fire? on Learning Interest, Learning Achievement, and Aggressive Behavior of Students, Edukasi, 18(2), pp. 136-142, Nov. 2024.

Tahali, U.I. & Purnamaningsih, H.E., The Relationship between Emotional Intelligence and Coping in Gamers, Gadjah Mada Journal of Psychology, 3(2), pp. 59-69, 2017. (Text in Indonesian and Abstract in English)

Junaidy, D.W., Nagai, Y. & Ihsan, Y., Craftsmen Versus Designers: The Difference of In-Depth Cognitive Levels at the Early Stage of Idea Generation, ICoRD?13, pp. 223-234, 2013.

Sagita, A. & Kadewandana, D., Parasocial Relationships on Social Media (A Study on Army Fandom on Twitter), CoverAge: Journal of Strategic Communication, 8(1), pp. 45-58, 2017. (Text in Indonesian and Abstract in English)

Rasyid, R., Carry-In Kak Eybel Gaming, Auto Booyaaah! Garena Free Fire Indonesia, YouTube, https://www.youtube.com/rasyahrasyid, (30 November 2020).

Rasyid, R., Rasyah Rasyid Fans, Facebook, https://www.facebook.com/groups/1082961905491652/, (2 December 2020).

Pink, S., Digital Ethnography Principle and Practice, ed. 1, Sage Publication Ltd, 2016.

Pires, K. & Simon. G., You Tube Live and Twitch: A Tour of user-Generated Live Streaming Systems, Proceedings of the 6th ACM Multimedia Systems Conference MMSys, pp. 225?230, 2015.

Mu?minin, A., Rahmi, A. & Lumombo, L., Cognitive Level Analysis in the Early Stage of E-Sport Logo Ideation from Designers, DeKaVe, 17(1), pp. 125-135, 2024. (Text in Indonesian and Abstract in English)

Garc-Gil, M., Revuelta-Domguez, F.I, Pedrera-Rodruez, M. & Guerra-Antequera, J., Exploring Video Game Engagement, Social?Emotional Development, and Adolescent Well-Being for Sustainable Health and Quality Education, Sustainability, 16(1), pp. 2-13, 2024.

Downloads

Published

2025-12-31

How to Cite

Mu’minin, A., Rahmi, A., & Mutiaz, I. R. (2025). Latent Message Playing the Game Free Fire As a Celebrity Factor and Fan Among Students. Journal of Visual Art and Design, 17(2), 144-158. https://doi.org/10.5614/j.vad.2025.17.2.2