Vocabulary Acquisition Through Game Audience: The Case Study of Channel 7 Game and Windah Basudara Youtube Channel
DOI:
https://doi.org/10.1234/prosiding.v2i1.5247Kata Kunci:
pembelajaran Kosakata, Konten Gaming, Youtube, Approach, AvoidanceAbstrak
Abstrak—Penelitian ini mengkaji fenomena perolehan kosakata secara tidak sengaja di kalangan penonton saluran YouTube gaming Windah Basudara, dengan fokus khusus pada sesi permainan bergenre horor dalam game “Channel 7”. Penelitian ini meneliti bagaimana interaksi penonton dengan masukan berbahasa Inggris memfasilitasi perkembangan kosakata dalam lingkungan digital yang informal. Dengan menggunakan desain studi kasus kualitatif, data dikumpulkan melalui kuesioner dan wawancara, kemudian dianalisis menggunakan analisis tematik untuk mengidentifikasi pola respons penonton dan pembelajaran kosakata. Analisis data menunjukkan respons audiens terbagi ke dalam dua kecenderungan utama: approach dan avoidance. Mayoritas audiens menunjukkan perilaku approach, di mana mereka secara aktif memperhatikan konteks emosi karakter, memanfaatkan code-switching, dan meniru istilah baru untuk memperkaya kosakata secara natural. Sementara itu, perilaku avoidance muncul sebagai bentuk pasif akibat hambatan kecepatan berbicara konten kreator atau kompleksitas istilah game, sehingga audiens cenderung mengabaikan stimulus linguistik dan hanya fokus pada aspek hiburan. Konten gaming YouTube efektif menjadi media akuisisi kosakata informal yang interaktif, namun optimalisasi pembelajaran memerlukan strategi pendukung seperti subtitle bilingual untuk meminimalkan hambatan audiens yang pasif.
Kata Kunci— Pembelajaran kosakata, Konten Gaming, Youtube, Approach, Avoidance
Abstract—This study investigates the phenomenon of incidental vocabulary acquisition among viewers of the Windah Basudara YouTube gaming channel, with a specific focus on horror gameplay sessions within the game "Channel 7." It examines how audience interaction with English-language input facilitates lexical development in an informal digital environment. Employing a qualitative case study design, data were gathered through questionnaires and interviews, and subsequently analyzed using thematic analysis to identify patterns of audience response and vocabulary learning. The analysis reveals that audience responses fall into two primary behavioral tendencies: approach and avoidance. The majority of viewers exhibit approach behaviors, actively engaging with the characters' emotional contexts, leveraging code-switching, and imitating new expressions to naturally expand their vocabulary. Conversely, avoidance behaviors manifest as passive engagement, triggered by barriers such as the content creator’s speech rate or complex in-game terminology, leading some viewers to disregard linguistic stimuli and focus solely on entertainment. The findings indicate that YouTube gaming content serves as an effective medium for interactive, informal vocabulary acquisition; however, optimizing learning outcomes requires supportive strategies like bilingual subtitles to mitigate barriers for passive viewers.
Keywords— Vocabulary Acquisition, Gaming Content, YouTube, Approach, Avoidance.
Referensi
Agnez, Z. Yonatan. (2025). YouTube as a global platform for entertainment and education. Jakarta: Media Nusantara. GoodStats Data – YouTube Rajai Platform Video Indonesia 2025
Aprilianti, E., Tirtanawati, M. R., & Prastiwi, C. H. W. (2025). Using flashcard to enhance the vocabulary of the fourth graders of elementary school. In Seminar Nasional Inovasi pendidikan dan Pembelajaran (Vol. 1, No. 1, pp. 301-307).
Estika, A. L., Tirtanawati, M. R., & Prastiwi, C. H. W. (2025). Improving Students Vocabulary Mastery Through Tpr (Total Physical Response) Assisted by Song Media. In Seminar Nasional Inovasi pendidikan dan Pembelajaran (Vol. 1, No. 1, pp. 442-447).
Fiyana, R., & Tawami, S. (2025). Code-switching and linguistic mediation in Indonesian gaming YouTubers. Indonesian Journal of Communication Studies, 14(3), 112–128.
Matin, MF (2017). Implementasi analisis wacana kritis di kelas bahasa Inggris. Jurnal EFL Indonesia, 3 (1), 11-20.
Merriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and implementation (4th ed.). San Francisco, CA: Jossey-Bass.
Nation, I. S. P. (2001). Learning vocabulary in another language. Cambridge: Cambridge University Press. https://doi.org/10.1017/CBO9781139524759.
Ramadhan, A. (2025). Vocabulary acquisition as a key component of second language learning. Journal of Language and Education Research, 10(2), 77–89. https://doi.org/10.37134/ajelp.vol13.2.4.2025.
Rochmadhoni, R., Putra, H., & Anisa, F. (2022). Vocabulary frameworks in receptive and productive skills. Journal of Linguistics and Education, 9(1), 21–34. https://www.bing.com/search?q="https%3A%2F%2Fejournal.unp.ac.id%2F.
Tirtanawati, MR, & Prastiwi, C.H.W. (2024). Persepsi Guru Terhadap Implementasi Kurikulum Merdeka dalam Pengajaran Kosakata Bahasa Inggris di Sekolah Dasar Pedesaan. Jurnal Pengajaran Bahasa Inggris Aisyah (AIJELT), 3 (1), 202-211.
Tjahjawulan, I., Prasetyo, M., & Handayani, S. (2025). Gaming content and spontaneous translation in Indonesian YouTube channels. Journal of Digital Media Studies, 7(2), 56–70.
Widyaningrum, H. K., Pratiwi, C. P., Menggala, A. D., Hasanudin, C., & Fitrianingsih, A. (2022). Android application appy pie to support students writing stories skill through flipped classroom learning models. International Journal on Advanced Science, Engineering and Information Technology, 12(2), 530-538.
