Interactive Communication Among Mobile Legends Players in Responding to Cyberbullying: A Phenomenological Study
Komunikasi Interaktif para Player Mobile Legends dalam Merespons Tindakan Cyberbullying
Abstract
This study aims to explore the forms of interactive communication among Mobile Legends players in responding to cyberbullying acts that occur during gameplay. Using a phenomenological approach, in-depth interviews were conducted with eight informants who have been actively playing Mobile Legends over the past six months. The findings indicate that in-game communication is heavily influenced by emotional context, competitive pressure, and individual communication styles. Acts of cyberbullying such as insults, provocation, and verbal harassment are commonly found in chat rooms, both explicitly and implicitly. Players respond to these acts in various ways—some remain silent, others retaliate, and a few attempt to mediate the situation. Personal experience, emotional maturity, and digital awareness play crucial roles in shaping how individuals communicate and respond. This study also highlights the need for digital ethics education and empathetic communication within online gaming communities to help prevent the rise of cyberbullying behavior.
References
Annur, C. M. (2023). Mobile Legends vs PUBG, mana yang lebih disukai konsumen Indonesia?
Arif, M., & Aditya, S. (2022). Dampak perilaku komunikasi pemain game Mobile Legends pada mahasiswa Universitas Negeri Padang. Journal of Intercultural Communication and Society, 1(1), 31–45.
Faturrahman, D., Nugroho, K., Tohari, M. A., & Keluarga, K. (2016). Perilaku cyberbullying pada pemain Mobile Legends. Kajian Ilmu Sosial Fakultas Ilmu Sosial Dan Ilmu Politik Universitas Muhammadiyah Jakarta, 4(2722–429, 59–64.
Gustafian, J. (2022). Dampak media sosial TikTok terhadap perilaku siswa Sekolah Dasar 42 di Desa Padang Peri Kecamatan Semidang Alas Maras Kabupaten Seluma. Universitas Islam Negeri Fatmawati Sukarno Bengkulu.
Hu, Y., Evelyn, S., & Clancy, E. M. (2024). Player versus player: A systematic review of cyberbullying in multiplayer online games. Available at SSRN 4997603.
Mahzunah, A. K., Sari, I. Y., Paradela, B. V., Murti, B., & Tursina, E. (2024). The impact of cyberbullying on self‑harming behavior and suicidal thoughts among adolescents: A meta‑analysis. Journal of Health Promotion and Behavior, 9(4), 357–369.
Marno. (2023). Sejarah Mobile Legends, gameplay dan mengenal apa itu akun para sultan Mobile Legends. Metroandalas.Co.Id, 1, 1–10.
Prasetyaningtyas, S. W., & Prayogo, A. (2021). The effect of cyberbullying in multi-player online gaming environments: Gamer perceptions. IEEE.
Ramdhani, Y., & Ufran. (2024). Teknik pencegahan kejahatan cyberbullying dalam game online berbasis Multiplayer Online Battle Arena (MOBA). IURIS Notitia: Jurnal Ilmu Hukum, 2(1), 1–8.

Copyright (c) 2025 Rachel Alfarizi, Miftahul Rozaq

This work is licensed under a Creative Commons Attribution 4.0 International License.