Between Humor And Hostility: A Reception Analysis Of Verbal Aggression In Windah Basudara’s Schoolboy Runaway Game Livestreams
Abstract
This study examines how viewers of Windah Basudara interpret his verbal agression in Schoolboy Runaway game live-stream by applying Stuart Hall’s Reception Theory and McQuail’s Uses and Gratification Theory. Using qualitative methods with semi-structured in-depth interviews of nin informants and thematic analysis supported via Nvivo15, this research reveal that the viewers intrepretation are are vary and included in all three major interpretive positions. The negotiated positioned with the most informant reveal that viewers accept verbal aggression by Windah as humour within contextual limits, influenced by entertainment gratifications and community interactions while rejecting his vulgar toxicity. Few informants in dominant-hegemonic positioned where viewers fully normalize aggressive language as authentic performance within the gaming culture, driven by their enjoyment of aggressive expression and familiarity with Windah persona. Small informant in oppositional position revealing that viewers reject Windah verbal aggression based on their parental, religious and moral values, prioritizing gameplay interaction over aggressive commentary. This research findings demonstrate that viewers interpretation is coconstructed through their moral framework, cultural knowledge, viewing motivations, and participatory live-stream environment and particularly live-chat dynamics. This study also extends Reception Theory by revealing how technical infrastructure intensifies collective meaning-making in digital spaces, while reinforcing the role of gratification dimension in shaping tolerance toward verbal aggression act in Indonesia gaming culture. Keywords: Reception Analysis, Verbal Aggression, Gaming Live-stream, Uses and Gratification Theory, Digital Communication
References
Baran, S. J., & Davis, D. K. (2014). Mass Communication Theory Foundations, Ferment and Future. Cengage Learning.
Bengtsson, S., Ericson, S., & Stiernstedt, F. (2024). Classics in Media Theory. Routledge.
Beres, N. A., Frommel, J., Reid, E., Mandryk, R. L., & Klarkowski, M. (2021). Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming. CHI ’21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1–15. https://dl.acm.org/doi/proceedings/10.1145/3411764
Brandão, C. (2015). Qualitative Research in Psychology Qualitative Data Analysis with NVivo, by. Qualitative Research in Psychology, 12(4), 492–494. https://doi.org/10.1080/14780887.2014.992750
Braun, V., & Clarke, V. (2021). Thematic Analysis: A Practical Guide (1st ed.). SAGE Publications.
Creswell, J. W., & Creswell, J. D. (2022). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. SAGE Publications.
Fazal, I. (2025, October 7). Toxic live streams under legal lens; platforms face scrutiny as minors exposed to abuse. Storoboard18. https://www.storyboard18.com/how-it-works/toxic-live-streams-under-legal-lens-platforms-facescrutiny-as-minors-exposed-to-abuse-82072.htm
Gandini, A. (2016). The Reputation Economy Understanding Knowledge Work in Digital Society. Palgrave Macmillan London. https://doi.org/https://doi.org/10.1057/978-1-137-56107-7
Giovanni, E. Di, & Gambier, Y. (2018). Reception Studies and Audiovisual Translation. Benjamins Translation
Library. https://doi.org/https://doi.org/10.1075/btl.141
Hall, S., Hobson, D., Lowe, A., & Willis, P. (1980). Culture, Media, Language: Working Papers in Cultural Studies
1972–79. Routledge.
Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on twitch: Fostering participatory communities of play within live mixed media. CHI ’14: Proceedings of the SIGCHI Conference on Human Factors in Computing
Systems, 1315–1324. https://doi.org/https://doi.org/10.1145/2556288.255704
He, D., Yao, Z., Tang, P., & Ma, Y. (2023). Impacts of different interactions on viewers’ sense of virtual community: an empirical study of live streaming platform. Behaviour & Information Technology, 42(7).
https://www.tandfonline.com/doi/full/10.1080/0144929X.2022.2053884?scroll=top&needAccess=true
Jia, X., Wang, R., Liu, J. H., & Xie, T. (2020). How to Attract More Viewers in Live Streams? A Functional Evaluation of Streamers’ Strategies for Attraction of Viewers. In HCI in Business, Government and Organizations (pp. 369– 383). Springer, Cham. https://doi.org/https://doi.org/10.1007/978-3-030-50341-3_29
Mayrita, H., Rahmawati, S., Sholikhah, H. A., Wongprakob, W., Hidayat, M., Fortunasari, F., Masita, E., & Marzulina, L. (2025). LANGUAGE POLITENESS IN DIGITAL STREAMING: THE IMPLICATIONS TO EDUCATION
AND ETHICS IN COMMUNICATIONS FOR THE TECHNOLOGICAL ERA. Jurnal Ilmiah Ilmu Terapan
Universitas Jambi, 9(3), 1079–1090. https://online-journal.unja.ac.id/JIITUJ/article/view/44388
McLaughlin, S., Bonner, G., Mboche, C., & Fairlie, T. (2010). A pilot study to test an intervention for dealing with verbal aggression. BJN British Journal of Nursing, 19(8). https://doi.org/10.12968/bjon.2010.19.8.47638
Mcquail, D., & Windahl, S. (2013). Communication Models for the Study of Mass Communications (Denis Mcquail, Sven Windahl) (2nd Editio). Routledge. https://doi.org/https://doi.org/10.4324/9781315846378
Moleong, L. J. (2020). METODOLOGI PENELITIAN KUALITATIF. PT Remaja Rosdakarya.
Morissan. (2015). TEORI KOMUNIKASI : Individu Hingga Massa. Jakarta : Prenadamedia Group.
Ni, Y. (2024). Navigating Intercultural Communication in the Media Landscape : Challenging Stereotypes and Cultivating Critical Perspectives — Hall Model as the Framework. Digital Society Ethics, Socio-Legal and Governance of Digital Technology, 3(36), 1–12.
Ningrum, S., Firmansyah, R. S., Najmi, L. L., & Imawan, K. (2024). Verbal Communication On Youtube Live Streaming Content Of Mobile Legends Channel Top Global Miya About Changes In Teenage Behavior. Edunity: Social and Educational Studies, 3(9), 844–855. https://www.researchgate.net/publication/384617983_Verbal_Communication_On_Youtube_Live_Streaming_Content_Of_Mobile_Legends_Channel_Top_Global_Miya_About_Changes_In_Teenage_Behavior
Robbani, M. U., Arviani, H., & Febriyanti, S. (2023). Analisis Wacana Digital Penggunaan Verbal Abuse dalam
Konten Gameplay Stumble Guys Luthfi Halimawan. Jurnal Ilmiah Wahana Pendidikan, 9(11).Sugiyono. (2013). METODE PENELITIAN KUANTITATIF, KUALITATIF, DAN R&D. ALFABETA.
Tatok, M. Y. P. P., & Sari, E. A. (2025). Differentiation of Live Streaming Strategies: Reception Analysis on the YouTube Channel DEANKT. Journal of Syntax Literate, 10(6), 5988. https://jurnal.syntaxliterate.co.id/index.php/syntax-literate/article/view/59887
Utoro, D. Y. S., Susetyo, S., & Ariesta, R. (2020). Kekerasan Verbal dalam Media Sosial Facebook. Silampari Bisa: Jurnal Penelitian Pendidikan Bahasa Indonesia, Daerah, Dan Asing, 3(2), 150–166. https://doi.org/https://doi.org/10.31540/silamparibisa.v3i2.1013
Wohn, D. Y., Freeman, G., & McLaughlin, C. (2018). Explaining Viewers’ Emotional, Instrumental, and Financial Support Provision for Live Streamers. CHI ’18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 1–13. https://doi.org/https://doi.org/10.1145/3173574.31740



