Abstract:
This study aims to determine the patterns of communications that occurs among the players in DOTA 2 while using Instant game messenger facilities in DOTA 2. This study will use qualitative research methods and case study as research approaches. In this study, researchers using in-depth interview and observation research instrument. The primary data in this study were collected using in-depth interview to 4 players DOTA 2 team in President University to figure out their answer, while secondary data in this study relied on observation and study of literature from books and internet resources. The results of this study found that the four informants who become who becomes the object of this study shows similarities in the patterns of communication in the use of instant messenger, voice chat and apps for using voice chat.