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International Journal of Social Science Research (IJSSR) eISSN: 2710-6276 | Vol. 3 No. 1 [March 2021]

Journal website: http://myjms.mohe.gov.my/index.php/ijssr

THE ROLE OF SOCIALIZATION TOWARDS PARTICIPATION OF MALAYSIA FEMALE PLAYERS IN E-SPORT

Nur Hafizah Yusoff1* and Suraidah Basri2

1 2 Anthropology & Sociology, Faculty Social Sciences and Humanities, National University of Malaysia, Bangi, MALAYSIA

*Corresponding author: nur_hafizah@ukm.edu.my

Article Information:

Article history:

Received date : 26 February 2021 Revised date : 25 March 2021 Accepted date : 28 March 2021 Published date : 31 March 2021

To cite this document:

Yusoff, N., & Basri, S. (2021). THE ROLE OF SOCIALIZATION TOWARDS PARTICIPATION OF MALAYSIA FEMALE PLAYERS IN E-

SPORT. International Journal of Social Science Research, 3(1), 132-145.

Abstract: E-sports is a form of sport where the main aspects are based on electronic systems. This study focuses on the socialization process among women esports players.

Males are more dominant in esports, thus a study solely focusing on female players is interesting to discuss especially on how they became from amateur to professional players. This study used a qualitative method by interviewing six professional female players. The results of the study showed that the support and encouragement given by parents is the impetus for them to get involved in e-sports. Meanwhile, this socialization process shows that female professional players do not undergo formal skills training and most of them become streamers after becoming professionals. In conclusion, socialization plays an important role to push the female players to get involved in male-dominated sport such as esports. The stakeholders need to encourage more female participation in esports because this kind of sport really has a promising future.

Keywords: esports, female players, participation, socialization sociology.

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1. Introduction

E-sports is a growing form of digital sports that attracts hundreds of millions of viewers worldwide.

It is a form of sport where the main aspects of this sport are based on electronic systems. In other words, e-sports refers to competitive video games (Juho Jumari 2017). In this event, there are various types of popular video games that involve battle and are used in official competition events such as Multiplayer Online Battle Arena (MOBA), Defense of the Ancient (DOTA) and League of Legends (LOL). This video game is a game that involves role player and is one of the most popular games in this e-sports.

Nowadays games like Counter Strike, FIFA, DOTA, Mobile Legends and so on are considered as e- sports although they are different from conventional sports such as football, volleyball and so on. E- sport needs the abilities of fast thinking and movement as well as eye efficiency to capture images on the screen (Afiq Hanif 2015). E-sports are growing rapidly and even the Malaysian Electronic Sports Association (ESM) was first registered and approved by the Malaysian Sports Commissioner (Afiq Hanif 2015). According to the former Minister of Youth and Sports, Syed Saddiq Syed Abdul Rahman, Malaysia is the 21st largest e-sports market in the world with the value of US $ 586.7 million (RM2.4 billion) and as of 2017, Malaysia already has more than 14 million players (Mariah Ahmad 2018).

Many e-sports professional athletes have successfully produced and won world or Asian championships. Professional player, Kathireswaran Sugumaran won the FIFA 18 event at Malaysia Cyber Games 2018 (MCG) e-sports tournament. Kathireswaran or known as Kathi also brought home RM15,000 through her victory in the last round of FIFA 18 MCG (Mariah Ahmad 2018). E-sports is held for the first time at the SEA Games in 2019, and Malaysian athlete, Dr Yew Weng Keng won a gold medal in Hearthstone game. Hearthstone is an online game based on a strategic card game played between two people. In the SEA Games, Malaysia also won a bronze medal in Mobile Legends: Bang Bang through Ahmad Ali Huzaif Abdullah, Abdul Wandi Abdul Kadir, Jamil Nurolla, Izme Haqeem Hamsjid and Muhammad Hazeem Onn (Bernama 2018).

If we look at all the winners in the e-sports competition, all are men. This is because, indeed, the nature of e-sports is more to online games that are preferred by male players than women because it has violent elements, war and so on which indirectly encourage more men to get involved than women. In traditional sports, stereotypes in gender always remain which leads to the belief that women are weak athletes and the mass media is as well biased towards the ability of women in sports.

Many people believe that men will excel more compared to women especially in sports that involve physical such as strength and speed. However, in e-sports, gender stereotype is also difficult to be understood due to the unique nature of this sport that although there is no physical contact, aggressive nature is part of this e-sports. Women are often oppressed and given the stigma that they are not smart and not suitable for playing aggressive online games.

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Such stereotyping is one of the reasons for the lack of interest of women to be actively involved in e- sports. According to Mariah Ahmad (2018), in video game industry, women are always faced with prejudice and stereotypes that prevent them from advancing in this field. In fact, they also become an online target where they find it increasingly difficult to convince young women to venture into this industry full of opportunities. however, there are a small number of women who have successfully entered the e-sports arena even though most players in this sport are male players. therefore, the objective of this article is to explore the successful socialization role in bringing these female players into becoming part of e-sports.

2. Literature Review

The passage of this increasingly sophisticated age has led to the eruption of technology until the emergence of online computer games. Computer games now have variations that are well received by all walks of life, especially the youth. Therefore, digital sports or better known as e-sports or esports have emerged. Most e-sports are connected via internet with special server access and usually feature at least one continuous imaginary world. Typically, these games are associated with the use of personal computers (PCs) including desktops or laptops, but there are also those who use game consoles including PlayStation 3, Xbox 360, Nintendo DS and Wii if they have internet access. It allows players to collaborate and compete on a large scale as well as interact with each other regardless of world boundaries (Afiq Hanif 2015).

The first graphics-based e-sports segment made it a huge success especially in the creation of genres including multiplayer flights in the simulated battle of Air Warrior games developed by Kesmai in Genie online access which first appeared in 1986. After that, several new e-sports games emerged like GemStone and Neverwinter Nights in the early 90s (Afiq Hanif 2015). Along with the growth of the e-sports industry in the country, video games are selected according to popularity and demand, but special attention is given to casual games such as Mobile Legends (Afiq Hanif 2018).

Nowadays, the most popular type of computer game played or competed is a game that is categorized as Multiple Online Battle Arena (MOBA) where it is played in groups and has their respective role players. Games like WarCraft, Counter Strike, FIFA, DOTA and so on are considered e-sports that are different from physical sports such as football, volleyball and many more in the world. Although e-sports also use physical movement, the ability of individual mind is fully needed to win the competition in addition to fast hand or finger movements as well as the eye efficiency to capture images on the screen (Afiq Hanif 2015). Online computer games focus on games involving Multiplayer Online Battle Arena (MOBA) that need to be played in groups such as Player Unknown’s Battlegrounds (PUBG) and Mobile Legends games. This type of game has become popular among teenagers regardless of age and gender.

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PUBG is a very popular game, the main content of the game is that the players in the game must fight with the opponent. In the game the player takes the air machine to complete the parachute on the island during the flight, each game is divided into several time periods, with a passage of time. Players need to find a safe zone and find weapons to survive in the game (Yong Ding 2018). In the PUBG game, each player in the group must play their own role just like the Mobile Legends game which requires players to form a team to compete with competitors according to their respective role players.

It has become commonplace in game arena mode when men and women have their own roles. Women are often given the role of supporters only while men are given important roles.

The Mobile Legends game was made by Chinese developer; Moonton Technology Co. Ltd. and Shanghai Mulong network and Technology Co., ltd. Mobile legends bang bang is a game designed only for phones in which this game has two opposing teams to defend the fort so that it is not taken over by the opponent. Moreover, this game is very popular and has a high demand from various circles from teenagers to adults. The popularity of this game in Asia is apparent since as much as ten 10 million accounts are known to have downloaded this game on Google Play. In this game, the role involves two clashes of clans to reach and destroy the enemy’s castles and while defending their own castles they need to take charge of the path they take. There are the first three lines which are the upper, lower, and middle and the lines connect the road to the palace (M Aprilia 2018).

E-sports is very well-known and only focuses on men and the fact is that there are still women involved in this e-sports game. Although the dominance is still less, there are still women's teams that can enter and win the e-sports competition. Women have crossed the line in the e-sports arena that is only dominated by men. In the e-sports industry, one of the most popular careers that is the choice of anyone who steps into the world of e-sports is to be either a professional player or a streamer.

Therefore, women are also not left behind in becoming professional players. The characteristics of a professional player are when players begin to enter e-sports competitions either online or offline.

Once participating in the competition, they will be offered to join the team or form their own team.

In fact, they are also involved in streaming on their respective social media.

It is not only men who are able to win this e-sports competition, in fact women are also able to show their ability by winning e-sports competition when the Orange Hera team whose members are women won the PUBG tournament competition and emerged as the champions in the competition (Mariah Ahmad 2019). In addition, the Axis Limitless team appeared for the first time in Penang Esports Festival tournament and won the tenth place out of 128 teams. In addition, the team is the only women's team to compete in the e-sports tournament (Mariah Ahmad 2019). The country's Counter- Strike: Global Offensive (CSGO) team, the Orange Sphynx, is now ranked number one in the country.

Orange Sphynx at the same time has made its own history when it became the first women's e-sports team to be in first place in e-sports games. Orange Sphynx, formerly known as Sphynx, was formed in November 2017. Their team has won the Southeast Asian Rise of Legion CSGO: Lady (Online) and they also made it to the quarterfinals in the Intel IEM Challenge for Asian qualifications.

Meanwhile, Orange Sphynx also managed to represent Malaysia and contributed a bronze medal for Electronic Sports World Championship (WESG) at Southeast Asian Level (Wtm, 2019).

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According to the study by Daniel Kane and Brandon Spradley (2017), there are generally misunderstandings that video games are only for men. According to a study conducted by Pew Research Center, 48% of women play video games in the United States. Meanwhile, there are also studies which found that women aged 18 years represent a larger part of gaming community than men aged 18 and under. The number of women playing video games continues to increase as female players increase by 70% by 18 million to 30.3 million. According to this study as well, there is a lack of data in the calculation of the number of women who are participating in e-sports, but women are starting to make an impact on this sport.

Generating a lucrative income is a lucrative benefit when involved in this field of e-sports. This is because, when a person becomes more proficient in video games such as PUBG, Mobile Legends, DOTA or FIFA, they will start to enter the e-sports competition held and even through such online competition, the players are able to win very lucrative cash prizes. For example, Amirul Afandi, from Infinite team, won the FIFA competition and took home RM34 000. Meanwhile, Taring, an Orange group, took home a prize of RM94 000 after getting the second place in DOTA 2 event. Not only that, through this e-sports, individuals who are interested in video games are able to stream or do live- streaming on social media such as Facebook. This is because, through this method, they are able to earn money that can reach thousands of ringgit if they have a large audience who give them stars.

The function of stars in streaming is important because it is a feature that allows to monetize streaming. Viewers can buy stars and send them to streamers while doing live-streaming. For each star received, Facebook will pay 0.01 USD.

In addition, among the benefits that can be acquired in the field of e-sports are the ability to do social interaction with many people. Such interaction is not only possible in traditional sports like the physical sports, but also through e-sports. Based on the study by Donghun Lee and Linda Schoenstedt (2011), this relatively new sports genre tends to involve the psychological and social drivers of players such as excitement, social interaction, competition, achievement, knowledge application, introduction to sports, and even fantasy. More specifically, according to his study, almost 60% of game users play or oppose others and show that online players often look for opportunities for social bonding while playing video games. In America, a household owns at least one video game console and parents will play video games with their children to create social bonding with them.

3. Method

To conduct this study, the authors selected the appropriate methods to help obtain an accurate unit of analysis. which is very important to ensure that the problems of the study can be solved, and the objectives of the study are achieved.

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3.1 Materials

Qualitative method approach was used in this study to obtain the data and information. This is because, this qualitative method approach involves fieldwork and requires the researcher to conduct a face-to-face study with the informant to obtain the data. Researchers also used the phenomenological approach in this study because e-sports has become a phenomenon in all over the world including Malaysia. In fact, researchers used this approach to see in depth with regard to the meanings conveyed by the informants through their experiences. This study used two types of data, namely primary data and secondary data. Secondary data is using the library method by referring to relevant books and journals.

3.1.1 Samples

This study used snowball sampling to obtain the appropriate informants to participate in the study conducted. The informants involved in this study were six women who are skilled and have become professional players. However, before doing the snowball sampling, the researcher had used the purposeful sampling where the informants who wanted to be interviewed have special characteristics set to achieve the objectives and solve the research problems. Among the special features set were the women who are involved in e-sports and who are between 18 to 30 years old, have played video games for many years, participated in competitions, enter any e-sports team, and have great achievements such as a streamer. This is because, this e-sports game tends to be joined by young women compared to women in their 40s. The feature used to state that a woman is a professional gamer is when they have great achievements in playing video games such as participating in competitions and streaming on their social media.

After the sampling was intended, the researcher continued using the snowball sampling to make it easier to obtain informants. To answer certain problems that are difficult and not easily analysed statistically, non-probability sampling techniques are more accurate and more useful in the data collection process (Nina Nurdiani 2014). This is because, with this form of sampling, the researcher asks the main informant to introduce it to other informants. It also makes it easier for researchers to obtain the informants. The snowball sampling method was used in this study because it made it easier for the researcher to connect with other informants by taking information through contact with the main informant and then find the same relationship using the same process. According to Nina Nurdiani (2014), snowball sampling technique is a method to identify, select and take samples in a continuous network or relationship.

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3.2 Measurement

Qualitative approach is different in terms of their measurements that is in contrast to quantitative studies. A qualitative approach gives the informants the flexibility to respond based on their experiences. To ensure that the answers provided are consistent, the interview sessions were conducted twice with the same informant. It was to ensure that the researcher could see if there are differences in the answers given by the informant and do a counter check on the previous data.

3.3 Data Analysis

This study used descriptive data. Interviews were conducted by recording the voice using the recording box and the conversation data were translated as well as classified according to the appropriate themes. One of the most common approaches to analyse qualitative data is to use thematic analysis (Alan Bryman 2008). Conversational transcripts were also made to facilitate the distribution of study data while the technique to analyse the data used thematic analysis techniques by arranging the themes based on the answers obtained from the informants referring to the research objectives and the research questions. This is because, thematic analysis is aimed at identifying the patterns of answers obtained more easily than the research questions to be submitted.

4. Results and Discussion 4.1 Profile Informants

As mentioned earlier, a total of seven study informants were successfully interviewed. their profile is as follows.

Table 3.1: Profile of informants

Name Age Team Type of

game

Years as profesional

gamers

Sharina 25 AngelBoskurr PUBG,

Mobile Legends

7 months

Shahirah 20 Orange Hera PUBG 9

months

Sakinah 22 AngelBoskur PS1, PS2,

LOL, PUBG

7 months

Syira 24 Weak Gaming PUBG 4

months

Ayien 25 Weak Gaming PUBG 1.5

years

Bella 22 AngelBoskurr PUBG 1.5

years

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All the informants were between 20-25th years old, representing various e-sport teams such as AngelBoskurr, Weak Gaming and Orange Hera. Bella and Ayien are the most experienced as professional gamers as they have played professionally for 1.5 years. While Syira is the least experience professional player because she has been involved for only four months as a professional e-sport athlete.

4.2 Role of Socialization Towards Participation as E-Sport Players

According to Joan Ferrante (2011), socialization agents are composed of Epecific individuals, groups and institutions that form a social identity, assist in capacity building, and teach to live in a place of residence. Socialization agents can be divided into two groups, namely primary group, and secondary group. Primary group plays a very important role as family members while secondary group also helps in influencing the lives of individuals such as friends, mass media and so on. The authors have identified two types of socialization agents that are the driving force behind the involvement of professional female video players in e-sports. The primary socialization agent is the family because family is the most important agent in an individual's life while the secondary socialization agent comprises relatives, colleagues, mass media, coaches, and opponents. This is because, this agent is also a group that can influence the formation of social identity of e-sports players.

4.2.1 Primary Agent of Socialization

Family is the primary socialization agent that plays an important role in an individual's life. Based on the interviews conducted by the researchers, most of all informants stated that their families are the driving force in their involvement in e-sports. Families such as parents and brothers have given a lot of encouragement and support to the informants on their involvement in the world of e-sports and they still receive the same support despite becoming professional players. According to Andika (2015), family is the first to teach useful things about the development of human life. Parents must play an important socialization function in the formation of personality. Throughout this function, the family strives to introduce and teach patterns of behaviour, attitudes, ideals, beliefs, and values in society so that their children can lead a good life as adults.

Parents play an important role in educating their children to support their children in the field they are involved in. The same thing happened to the informants in this study. For example, Sharina stated

“For me, my parents support any kind aa any decision that I make. But I think a lot of Malaysians have aaa family doesn’t” (Sharina).

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Based on the quotation above, the informant, Sharina stated that her parents have always supported whatever decision she wants to make including in the gaming world. Although she is busy with her business, her parents always support her to get involved in e-sports. She also noted that most families in Malaysia find it difficult to support the decisions made by their children. Due to this, she and her team, Angel Bosskurr want people to see that gaming can also be used as a career.

The same thing was also said by Shahirah: "... My parents are also kind of support." (Shahirah)

"Aaa aah when I play during the tournament for pubg that day my parents came to see me play."

(Shahirah).

Based on the two excerpts of the conversation above, Shahirah has also been driven by her parents towards her involvement in e-sports. This is evident, when she participated in an e-sports competition by campus organized by Xpax and was attended by her own parents. According to Norhaida Shaarani, Muhammad Firdaus Muhammad Sabri, Nor Rosmawati Abdul Karim, Farah Mohd Shahwahid, &

Haliyana Tonot (2015), parents are among the most influential in the development and upbringing of children. Parents are role models to children and parents who have children who are successful academically will always give advice and take note of their children's affairs. Parents should have skills in terms of interaction, communication in disciplining children. In fact, parental involvement in providing support to children is very important and has a positive impact in enhancing children's success throughout the learning process either directly or indirectly.

However, for Sakinah and Syira, they went through a different experience with their parents,

"Aaa at first my family did not support but then you know now when people have opened up esports, this minister also said about e-sports so they started to accept slowly la because usually la family started have a doubt about gaming." (Sakinah).

"At first, I did not get support from my parents because the game is not for women. But I showed them that this person has bought a car from the game winning incentive, then they slowly allowed me to be a gamer. It is not necessarily that if you work outside you can earn money, you can also earn money. (Syria)

Their parents rejected because they did not know that by playing a video game, they can have a career.

This is because many researches showed that video games are always linked with negative activities.

Furthermore, video games are more synonymous with men than women. Therefore, her parents put a gender stereotype where daughters cannot play video games and even in Malaysian culture, it is also popular to classify what should be done by men and women. Men are bound by the concept of masculinity while women are bound by the concept of femininity. Therefore, when Syira decided to become a gamer, at first her family did not agree because women and femininity are inseparable. It is because when playing video games such as PUBG, it will involve a battle arena that is not suitable for women. However, eventually her parents began to accept that she is involved in the field and even became a professional video player when she herself proved her ability and showed to her family that being a gamer, she can also be successful and makes that as a career.

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4.2.2 Secondary Agent of Socialization

Secondary socialization agent consists of relatives, colleagues, mass media, coaches, and opponents.

This is because, this agent is also capable of influencing the formation of social identity of e-sports players. Overall, based on the interviews conducted by the researchers, many informants who were interviewed stated that they are also influenced and get encouragement from their friends including the friends in the game.

According to Allison M. Ryan (2000), peer groups are social agents in engagement and achievement.

In the study, it involved peer influence on school change in disruptive behaviours and behaviours in school, and in achievement i.e., grades. The research shows that social support from peers is important in influencing the school engagement and achievement. This clearly shows that there are similarities in terms of the encouragement through the social support of peers towards the involvement of professional female video players in e-sports.

According to Sakinah:

"... my friends also play games so since that I just play games ..."

“... more likely like ‘kawan kawan sendiri’ is our coach aaa esport ni we can say Your own friend is your boss and your own inciting friend”.

Based on the quotation above, Sakinah has also been encouraged by her friends to play games.

According to her, friends are also her coach because they themselves incited her to play games and enter tournaments. While Bella added;

“Friend, emm. because she is the first woman to join the PUBG tournament, you know the spirit of wanting to create your own team"

Based on the conversation excerpts above, Bella made a motivator or passion for her to get involved in e-sports to become a professional video player by another female player who is also her friend.

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Coaches are also one of the socialization agents that can influence professional players to get involved in e-sports and even coaches will monitor and provide training for them. Based on the interviews conducted by the researchers, there were only two informants who stated that they and their group members obtain support and encouragement from their coaches and even given training every night.

According to Sharina,

"... for angelbosskur, we have a coach, our coach is good."

Based on the excerpt above, the informant; Sharina stated that her group, Angel Bosskurr, has a coach named Agus. She stated that five days before entering the competition, her coach would come and provide training for their group. According to Sharina, they will practice together in one room at their gaming house in Cyberjaya.

While for Syira and Weak Gaming team, they always get supports from their leader. She said their leader would provide guidance and practice every night and prompted her to enter the e-sports competition. According to Syira, even though she has been involved in e-sports for more than a year, she still gets support and encouragement from their leader and even that encouragement has never changed even though she has participated in many competitions.

Besides that, the influence by the opponents is also one of the socialization agents for them.

Sometimes she will see the way of the opponent's game and followed the way of the opponent in handling skills such as the opponent’s strategy in throwing bombs and so on. Therefore, they make their opponent as an example or model for them to further improve their skills. In addition, by understanding and learning the opponent's game, it will open the opportunity to defeat the opponent in the future.

According to Matthew S Eastin and Vincent Cicchirillo (2015), the opponent or competitor faced each year and who wins and lose in the championship is the most important in a competition whether face to face or not. Therefore, competing with these opponents will produce a greater impact either positively or negatively. The type of opponent does give an aggressive effect to the player.

Furthermore, looking at the identification results and competitive results, interacting with the competitors enable the expression of negative influences. Individuals will become more aggressive when playing with computer opponents than playing with face-to-face individuals.

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Social media is also one of the socializing agents that affect the life of an individual. Social media provides a lot of information that can add insight to understand the problems that exist in an individual's social environment (Andika, 2015). The development of technology has also resulted in the emergence of social media such as Facebook, Instagram, Youtube and so on. Based on the interviews conducted by the researchers, the majority of informants who have been interviewed stated that social media also influences them to engage in the world of e-sports and even become professional video players.

According to Sharina,

"Yes, yes, that is the right thing to do, because when we see the pattern increases near Malaysia, we start to admire streamers because people are good at entertaining skills when they see people can sometimes fall asleep."

Based on the quotation above, Sharina stated that social media has also influenced her in her involvement in e-sports and even as a streamer on Facebook. She also explained that she became interested in streamers after the pattern has increased in Malaysia and even interested in the field streaming when streamers in Malaysia have certain skills in entertaining their viewers on live streaming.

Streamer is an individual who plays a role as a player for video games while showing to others through social media platform or live broadcast (Masril 2018). According to Mark R Johnson and Jamie Woodcock (2017), live streaming is playing video games over the internet and then it becomes clear when others will watch players play, transforming the adventure in the virtual world into the real world. Through this streamer, the webcam will be used to display the player's face, a chat box to interact with the audience, while the viewer can subscribe that is when the audience agrees to provide monthly financial support to the player. Through subscriptions from the audience, it can provide income to the streamer. Thus, the most successful streamers have over one million followers and regularly attract tens of thousands of viewers. According to Tassi (2012), another area that deserves to be credited with more and more people interested in e-sports is the dramatic increase in the field of streaming. It will make professional players, or even amateur players who play popular games such as Starcraft, League of Legends, DOTA or Call of Duty will also stream through the internet to invite thousands of viewers. Therefore, players will take the opportunity to do a live broadcast that is live on their respective social media. In Malaysia, there are already many e-sports players who become streamers on social media such as Facebook.

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The aftermath of technological eruption has also led to the advancement in electronics and resulted in changes in social media such as Facebook and Instagram. According to Lidya Agustina (2018), in 2017, this live streaming began to grow and used as an alternative of choice for users to interact on social media. Interaction between users through live video streaming will take place in real time.

When e-sports players start to follow the trend, they also start doing live streaming on their social media, especially on Facebook. They will create a special account on Facebook just for streaming.

The concept of live streaming for e-sports players is when they have an audience that watches them playing video games and even through this method, they will be able to generate a lucrative income every month if their performance and audience are constantly improving. According to Luis Rodriguez-Gil, Pablo Orduna, Javier Garcia-Zubia and Diego Lopez-de-Ipina (2017), in a live streaming system, viewers influence the content of the stream in which the audience interacts with each other.

5. Conclusion

Indeed, there are various socializing agents that encourage the involvement of professional female video players in e-sports. Therefore, it can be concluded that there are two types of socialization agents that are the drivers of the involvement of female professional video players, namely primary socialization agents and secondary socialization agents. Socialization agents play an important role in the life of an individual. Primary socialization agents consist of family members where the family is an agent that plays a very important role in the life of an individual while secondary socialization agents consist of colleagues, mass media, coaches, and opponents. This is because, secondary socialization agents are also a group that can influence the formation of social identity of e-sports players. In conclusion, through the data obtained in this study, it can be concluded that the group of female professional video players who are actively involved in e-sports have a good ability to continue to progress in this field. Their involvement in e-sports because of the socialization process has proven that more women can venture into this field.

6. Acknowledgement

This article is part of the study under the Ministry of Education Malaysia (MOE) namely FRGS / 1/2019 / SS06 / UKM / 02/5.

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