Beyond the Game: Unpacking Fan Interaction of Indonesian and Filipino in MSC 2022 and 2023 YouTube Comments

Authors

Keywords:

Interactivity, Digital Culture, Filipino Netizens, Indonesian Netizens, Mobile Legends

Abstract

The rise of esports, particularly the Mobile Legends: Bang bang South East Asia Cup (MSC), has witnessed immense popularity in the Southeast Asian region. This study explores the nature and depth of fan interactions from two significant contributors to the MSC fandom, Indonesia and the Philippines, throughout the 2022 and 2023 championships. Utilizing YouTube comments as a primary data source, this research delves into the patterns of fan interaction, aiming to understand the nuances of digital interactivity and fandom dynamics in these two nations. Our analysis reveals significant insights into how Indonesian and Filipino fans perceive the games, express their fandom, and engage with one another during MSC events. This study provides a granular understanding of fan culture in esports, shedding light on the importance of digital platforms like YouTube in shaping the landscape of modern fandom interactions. Furthermore, the findings also have implications for event organizers, game developers, and marketing strategists in their endeavors to maximize fan engagement and foster positive community dynamics.

Downloads

Download data is not yet available.

References

Agung Prasetya, Maya Retnasary, D. A. A. (2022). Pola Perilaku Bermedia Sosial Netizen
Indonesia Menyikapi Pemberitaan Viral di Media Sosial. Journal of Digital Communication and Design (Jdcode), 1(1).

Braun, V., & Clarke, V. (2022). Thematic Analysis: A Practical Guide. QMiP Bulletin, 1(33). https://doi.org/10.53841/bpsqmip.2022.1.33.46

Chang, C. C. (2013). Examining users"² intention to continue using social network games: A flow experience perspective. Telematics and Informatics, 30(4). https://doi.org/10.1016/j.tele.2012.10.006

Chang, Y. P., & Zhu, D. H. (2012). The role of perceived social capital and flow experience in building users' continuance intention to social networking sites in China. Computers in Human Behavior, 28(3). https://doi.org/10.1016/j.chb.2012.01.001

Echarts. (2022). Esports teams statistics. Escharts.Com. https://escharts.com/teams

Ekman, P. (2004). Emotions revealed. BMJ, 328(Suppl S5). https://doi.org/10.1136/sbmj.0405184

Fahmi, M. R. (2023). 5 Countries With the Most Mobile Legends Players in the World. Kompasiana.

Fauzi, R. (2022). MSC 2022: Pemain RSG PH dan Omega Esports Minta Fans Indonesia Jangan Blokir IG. Grid Games.

Fernanda, H. (2023). 5 Countries With the Most Mobile Legends Players in the World. Dafunda.

Ferrey, A., Ashworth, G., Cabling, M., Rundblad, G., & Ismail, K. (2023). A thematic analysis of YouTube comments on a television documentary titled ‘Diabulimia: The World's most dangerous eating disorder.' Diabetic Medicine, 40(5). https://doi.org/10.1111/dme.15025

Iglesias, A., & Nacionales, J. P. (2023). EXPLORING GENDER STEREOTYPES AMONG FILIPINA GAMERS OF MOBILE LEGENDS: A PHENOMENOLOGICAL STUDY. 4(3), 466–478.

Kiger, M. E., & Varpio, L. (2020). Medical Teacher Thematic analysis of qualitative data: AMEE Guide No. 131 Thematic analysis of qualitative data: AMEE Guide No. 131. Medical Teacher.

Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7). https://doi.org/10.1089/cyber.2013.0656

Lisa. (2023). Mobile Legends Bawa Dampak Sosial Terhadap Komunitas Gaming dan Esports Di Indonesia. Dailyspin.

Lorenzana, J. A., & Soriano, C. R. R. (2021). Introduction: the dynamics of digital communication in the Philippines: legacies and potentials. In Media International Australia (Vol. 179, Issue 1). https://doi.org/10.1177/1329878X211010868

McMillan, S. J. (2006). Exploring models of interactivity from multiple research traditions: Users, documents and systems. In Handbook of New Media: Social Shaping and Social Consequences of ICTs. https://doi.org/10.4135/9781446211304.n10

Meikyuu. (2022). The Biggest Difference Between PH Teams vs Indonesian Teams In MLBB. YouTube.

Mohn, C., Argstatter, H., & Wilker, F. W. (2011). Perception of six basic emotions in music. Psychology of Music, 39(4). https://doi.org/10.1177/0305735610378183

Nasvian, M. F., Widiatmojo, R., Daniswara, A., & Ramadhan, D. (2021). Questioning BPOM"¯: " Which Syrup Medicine is Safe for My Child"¯?” 1(1), 40–47.

Nedumkallel, J. P. (2020). Interactivity of Digital Media Literature Review and Future Research Agenda. International Journal of Interactive Communication Systems and Technologies, 10(1).

Nugrananda Janttaka. (2020). Analisis Dampak Game Online Mobile Legend Pada Anak Usia Sekolah Dasar Di Desa Junjung Kecamatan Sumbergempol Kabupaten Tulungagung. INVENTA, 4(2). https://doi.org/10.36456/inventa.4.2.a2683

Quiring, O., & Schweiger, W. (2008). Interactivity: a review of the concept and a framework for analysis. In Communications (Vol. 33, Issue 2). https://doi.org/10.1515/COMMUN.2008.009

Rafaeli, S., & Sudweeks, F. (1997). Networked interactivity. In Journal of Computer- Mediated Communication (Vol. 2, Issue 4). https://doi.org/10.1111/j.1083- 6101.1997.tb00201.x

Rangarajan, K., Begg, K., & Somani, B. (2019). Online Digital Media: The Uptake of YouTube-based Digital Clinical Education (DCE). American Journal of Distance Education, 33(2). https://doi.org/10.1080/08923647.2019.1582308

Rizki, A. (2022). MSC 2022: Daftar lengkap tim peserta. One Esports.

Safitri, S. S. (2020). Game Online dan Pengaruh Interaksi Sosial di Kalangan Mahasiswa di Universitas Muhammadiyah Surakarta. Edumaspul: Jurnal Pendidikan, 4(2). https://doi.org/10.33487/edumaspul.v4i2.533

Sola, K., & Ayodya, B. P. (2023). Perilaku Komunikasi Trash talking Pemain Game online Dota 2 pada Komunitas Kolam Dota 2 Indonesia v2. Indonesia Conference on Communication Science (ICCS).

Statista. (n.d.). eSports market in Indonesia - statistics & facts. Statista.
Stenros, J. (2017). The Game Definition Game: A Review. Games and Culture, 12(6). https://doi.org/10.1177/1555412016655679

Subhan, R. (2022a). Gagal jadi Juara di MSC 2022, Ini Permintaan Maaf dari RRQ AP! Dailyspin.

Subhan, R. (2022b). Perbedaan Tim PH dan Tim Indonesia di Final MSC 2022 Menurut Ex- Coach EVOS ID! Dailyspin.

Surbakti, C. W. (2023). Daftar tim peserta MSC 2023 dan roster dari setiap regional. One Esports.

Varma, V., Kurisinkel, L. J., & Radhakrishnan, P. (2017). Social Media Summarization. https://doi.org/10.1007/978-3-319-55394-8_7

Zollet, R. (2014). Interactivity of corporate websites: An integrative review of the literature. IEEE Transactions on Professional Communication, 57(1). https://doi.org/10.1109/TPC.2014.2305795

Downloads

Published

2025-07-27

How to Cite

Daniswara, A., & Nasvian, M. F. (2025). Beyond the Game: Unpacking Fan Interaction of Indonesian and Filipino in MSC 2022 and 2023 YouTube Comments. Ultimacomm: Jurnal Ilmu Komunikasi, 16(2), 438–459. Retrieved from https://ejournals.umn.ac.id/index.php/FIKOM/article/view/3409