AN ANALYSIS OF STUDENTS’ PERCEPTIONS OF THE EXPERIENCE OF PLAYING HONKAI: STAR RAIL AS A SOURCE OF INFORMATION AND ENTERTAINMENT: A QUALITATIVE APPROACH
Keywords:
Honkai: Star Rail, narrative game, student perception, entertainment media, informal learningAbstract
In the ever-evolving digital age, games are no longer seen as just a form of entertainment, but also as a medium for indirectly conveying information and knowledge. One game that reflects this phenomenon is Honkai: Star Rail, a turn-based role-playing game (RPG) released by Hoyoverse in April 2023. This game attracted the attention of many people, especially university students, thanks to its in-depth storyline, diverse characters, and complex and immersive game world. This study aims to understand students' perceptions of the Honkai: Star Rail game as a medium of entertainment and conveying information. The method used is qualitative with a phenomenological approach, involving five informants who are active university students and have played this game for at least three months. Data were collected through online interviews in May 2025 and analyzed to identify the themes that emerged in their playing experience. The results showed that in addition to serving as a means of entertainment, the game is also an indirect source of information for the players, especially regarding mythology, popular culture, and philosophical concepts tucked into the narrative. Some informants also mentioned that the game helped them develop strategic thinking skills and empathy for the characters. However, there are also challenges in the form of complex and text-heavy narratives, which can be a barrier for new players or those who are less interested in the story. This study concludes that modern digital games have great potential as an educational entertainment medium, with the caveat that the content needs to be simplified to be more inclusive.
