Penggunaan YouTube Live Streaming Marapthon sebagai Ruang Ketiga Digital
DOI:
https://doi.org/10.36914/jikb.v12.i1.513Keywords:
digital third place, live streaming, marapthon, uses and gratifications, YouTubeAbstract
This study aims to explore the motives and experiences of audiences in using the YouTube Marapthon Live streaming feature as a medium for entertainment and digital interaction. Using a descriptive qualitative method, data were collected through in-depth interviews with 10 informants aged between 18 and 24 years. The findings reveal four main audience behavior patterns. First, there is a phenomenon of media multitasking and simultaneous gratification, where audiences use the live stream as background noise to alleviate boredom while working or studying. Second, the extended duration of the broadcasts triggers a transformation of virtual social presence (parasocial companionship), allowing audiences who are physically alone to feel emotionally accompanied by the streamer. Third, there is a polarization of interaction patterns in the comment section; active audiences participate by posting comments to seek attention and engagement, while passive audiences simply read conversations to experience a sense of belonging and togetherness. Fourth, the platform successfully constructs a "virtual hangout space" as a digital third place. The study finds that this digital third place functions as a space for virtual community formation characterized by a relaxed, fluid, and inclusive atmosphere. Marapthon Live streaming is no longer merely a viewing medium but has transformed into a digital space that fulfills the psychological and social needs of its audiences.
References
Agma, A. R. (2025). Peran Media Sosial dalam Membangun Identitas Digital Remaja di Era Postmodern. Jurnal Ilmu Komunikasi Dan Media, 1(1), 24–31.
APJII. (2024). APJII Jumlah Pengguna Internet Indonesia Tembus 221 Juta Orang. Https://Apjii.or.Id/. https://apjii.or.id/berita/d/apjii-jumlah-pengguna-internet-indonesia-tembus-221-juta-orang? 9 April 2026
Bachtiar, F., Sri Rejeki, V., Tarigan, R., Ardiyanto, A., & Sidharta Muljadinata, A. (2023). Kesesuaian Ruang Publik Di DKI Jakarta Sebagai Ruang Ketiga Di Era DIgital. DOI: https://doi.org/10.22441/vitruvian.2023.v12i2.004
Dermawansyah, M., & Rizqi, R. M. (2021). Analisis strategi komunikasi pemasaran melalui digital marketing pada home industri kopi Cahaya Robusta Sumbawa. Jurnal Manajemen Dan Bisnis, 4(1), 46–51.
Ghani, M. A. F., & Kusuma, A. S. & K. S. I. (2024). Interaksi Parasosial Streamer Deankt Dan Penggemar Melalui Platform Youtube . Doctoral Dissertation, Universitas Muhammadiyah Surakarta.
Hasibuan, I. N., Mailin, M., & Rubino, R. (2025). Dekonstruksi Teori Uses and Gratifications Dalam Era Post-Truth Analisis Kritis Terhadap Kesadaran Palsu Pengguna Media Sosial Dalam Pemenuhan Kepuasan Informasi. Fikruna: Jurnal Ilmiah Kependidikan Dan Kemasyarakatan, 7(3), 916–936. DOI: https://doi.org/10.56489/fik.v7i3.341
Karunia, H., Ashri, N., & Irwansyah, I. (2021). Fenomena penggunaan media sosial: Studi pada teori Uses and Gratification. Jurnal Teknologi Dan Sistem Informasi Bisnis, 3(1), 92–104. DOI: https://doi.org/10.47233/jteksis.v3i1.187
Kasirye, F. (2024). The importance of needs in uses and gratification theory. Authorea Preprints.
Katz, E., Blumler, J. G., & Gurevitch, M. (1973). Uses and gratifications research. The Public Opinion Quarterly, 37(4), 509–523. DOI: https://doi.org/10.1086/268109
Maria, E., Sudarso, A., & Perangin-Angin, J. T. K. (2023). Membangun Sense of belonging (rasa memiliki) individu dan menerapkannya sebagai wujud motivasi diri dalam bekerja dan kecintaan terhadap organisasi pada YPK Don Bosco Kam. Jurnal Pengabdian Pada Masyarakat Methabdi, 3(1), 104–112. DOI: https://doi.org/10.46880/methabdi.Vol3No1.pp104-112
Mulyana, A., Mahmudah, S. M., Ikom, S., & Ikom, M. (2024). Katarsis di Era Digital, Rekonstruksi Komunikasi Intrapribadi dan Antarpribadi. PT Rekacipta Proxy Media.
Ners, S., Solichah, N., Nurprilinda, M., Sp PA, M. H., Yanthi, D., Sulaiman, S. A., ST, S., Marliana, N. T., Kep, M., & M Erwin Dwi Listyanto, M. M. (2023). Psikologi sosial. CV Eureka Media Aksara.
Nurhayati, N., Apriyanto, A., Ahsan, J., & Hidayah, N. (2024). Metodologi Penelitian Kualitatif: Teori dan Praktik. PT. Sonpedia Publishing Indonesia.
Oldenburg, R., & Brissett, D. (1982). The third place. Qualitative Sociology, 5(4), 265–284. DOI: https://doi.org/10.1007/BF00986754
Rayhan, I. M., & Yulia, I. (2025). Strategi Komunikasi VTuber dalam Membangun Kedekatan Emosional dengan Audiens Digital. Seminar Nasional Hukum Ilmu Sosial Dan Ilmu Politik, 2(1), 235–244.
Safira, V. K., & Aji, G. G. (2026). Pengalaman Menonton Program TV Infotaiment di Era Internet Studi Fenomenologi Pada Perempuan Millennial Urban. The Commercium, 10(1), 11–23.
Sandra, L. C. ., & Ambarwati, M. F. L. (2020). Pengaruh Iklan Youtube Transportasi Online Terhadap Keputusan Konsumen Gojek Di Wilayah Kelapa Gading, Jakarta Utara. Jurnal Ilmu Komunikasi Dan Bisnis, 6(1). DOI: https://doi.org/10.36914/56r5dr59
Sari, M. N., Abdillah, L. A., Asmarany, A. I., Rakhmawati, I., Pattiasina, P. J., Kusnadi, I. H., Hasanuddin, R., Pradana, I. P. Y. B., Rela, I. Z., & Hadikusumo, R. A. (2024). Metode penelitian kualitatif (Konsep & aplikasi). Mega Press Nusantara.
Sonia Allan. (2026, January 19). Live Streaming Statistics 2026: Key Insights & Lates Trends. Digixie.Com. https://digiexe.com/blog/live-streaming-statistics/
Sujatini, S., & Dewi, E. P. (2021). Arsitektur Masa Pandemi: Ruang Keempat Sebagai Pemaknaan Ruang-Ruang Pada Rumah Tinggal. Ikra-Ith Humaniora: Jurnal Sosial Dan Humaniora, 5(3), 109–118.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Marcellina Cindy Carolline, Maria Francisca Lies Ambarwati (Author)

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















