Dian Andriany
Swadaya Gunung Jati University, Cirebon

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Semiotic Analysis In The Anime A Silent Voice As A Representation Of Bullying On The Bstation Application Naura Sajidah; Sri Wulandari; Dian Andriany
Jurnal Polisci Vol 3 No 6 (2026): Vol 3 No 6 July 2026
Publisher : ann4publisher@gmail.com

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62885/polisci.v3i6.1215

Abstract

Aims. This study aims to analyze semiotics in the anime A Silent Voice as a representation of bullying on the Bstation app from Kyoto Animation studio. Methods. Directed by Naoko Yamada, this study uses Charles Sanders Peirce's semiotics theory, which consists of three elements of meaning or the Triangle of Meaning, namely Sign, Object, and Interpreter, using several data or scenes in the anime “A Silent Voice” as units of analysis, as well as using information sources in the form of documentation from the anime “A Silent Voice”. Result. The results of the study show that the anime “A Silent Voice” has a meaning of bullying categorized into three types, from Signs such as hearing aids, the “X” symbol, body gestures, representations of teacher authority, and the arrangement of space and atmosphere that function as signs that mediate the characters' experiences. The Object includes sensory disabilities, social rejection, group interaction mechanisms, school institutional structures, and mental pressure. The Interpreter includes the construction of differences, internalization of guilt, experiences of isolation, and psychological trauma. Conclusion. This anime can bring positive values to the audience watching the film by showing how bullying can be seen from the dimensions of Signs, Objects, and Interpreters by identifying and observing each scene shown in the film on the two characters, Shoko Nishimiya and Shoya Ishida.
Mischaracterization: Players' Lack Of Media Literacy Regarding The Story And Narratives Of Genshin Impact Characters Syahla Almalika Nugraha; Siti Khumayah; Dian Andriany
Jurnal Polisci Vol 4 No 1 (2026): Vol 4 No 1 September 2026
Publisher : ann4publisher@gmail.com

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62885/polisci.v4i1.1263

Abstract

Background. The evolution of video games as a complex narrative medium has raised new challenges regarding players’ interpretation of characters. Aims. This study examines the phenomenon of “mischaracterization”—that is, errors in understanding and representing characters resulting from a partial or distorted reading of the narrative—within the player community of Genshin Impact, an action-RPG developed by HoYoverse that delivers its story episodically through periodic updates. Methods. Using a descriptive qualitative approach and Potter’s (2021) Media Literacy Theory framework—which encompasses the dimensions of access, analysis, evaluation, creation, and self-awareness (personal locus)—this study collected data from an online questionnaire administered to 44 active players. Result. The results reveal patterns of imbalance in media literacy competencies: respondents demonstrated relatively high abilities in accessing information and awareness of the industry’s commercial motives, yet their conceptual analysis skills (distinguishing between canon and fanon) and reflective awareness of personal bias were low. These findings reinforce the view that media literacy is multidimensional and cannot be generalized based on a single competency dimension alone. Conclusion. This study also highlights that mischaracterization is not merely a matter of individual cognitive deficits but is also influenced by the episodic narrative structure of the games themselves, as well as the pressure for convergence of opinion within the participatory culture of online communities.