Karunia Purna Kusciati
English Department, Universitas Sebelas Maret, Surakarta

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The Sexy Self-Representation of Indonesian Internet Influencer on Social Media Kurniawan, Yusuf; Kristina, Diah; Primasita, Fitria Akhmerti; Kusciati, Karunia Purna; Wardani, Dike Kusuma
Humanus Vol 23, No 2 (2024)
Publisher : Pusat Kajian Humaniora FBS Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/humanus.v23i2.126083

Abstract

This research aims to examine the self-representation of sensuous female influencers in Indonesia, specifically a 20-year-old female Javanese influencer who lives in Surakarta, on Instagram, and how the influencer publicly presents herself in front of the audience. Relying on Goffman’s Dramaturgical approach, this study provides thorough insights into the frontstage and backstage behavior of the sensuous female influencer and the representation of the influencer on the frontstage. Employing Charles Sanders Peirce’s semiotic triadic model (1931), the data obtained from Instagram were analyzed by understanding the representamen, the interpretant, and the object of the data. Then, to gain a more detailed understanding, the data collected from in-depth interviews were also scrutinized. This study shows that there is an act of rebellion of being against society's norms of modesty as the influencer constantly acts in a sexualized manner in public and daily activity. While previous studies mostly examine the phenomenon of the sexualized manner of women in hyper-sexualized cultures/Western cultures, this study provides an understanding of the sexualized manner of a sensuous Javanese female influencer in the area where people do not find self-sexualization behavior as common or prevalent.
Those Good Guys who Turn Bad and Stronger Have a Morphological Marker on Their Names? Purnomo, SF. Luthfie Arguby; Gunawan, Fahmi; Kusciati, Karunia Purna; Untari, Lilik; Syafriza, Haydar Malik; Surya, Adjit Panji; Saputra, Mar'i Muhammad Bima
Celt: A Journal of Culture, English Language Teaching & Literature Vol 22, No 2: December 2022, Nationally Accredited
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/celt.v22i2.4863

Abstract

It has been a formula in films, comics, animations, and games to narrate a protagonist who turns into an antagonist to offer an alternate narrative to enjoy. This good-to-evil and weak-to-strong transformation is followed by changes in the names of the characters. We argue that the name changes are marked by what we called as umbralatives, an augmentative marker to indicate that a character has undergone a nuance shift from light to dark and an increase in power. This study attempts to address this phenomenon by proving the existence of umbralatives, their typology, and functions. Applying Zwicky and Pullum’s expressive morphology, Dressler and Barbaresi’s morphopragmatics, and Reinhart’s gestalt perception of narrative texts, we attempt to prove the existence of umbralatives. Implementing Spradleyan analysis on a corpus of characters from seventy one titles of animations, comics, films, and games, it was revealed that umbralatives are classified into colorative, stative, referentive, inventive, and elliptive. These five umbralatives function as a narrative marker in animations, comics, and films and a ludic marker in games. This study discloses a new field of study on morphology with special emphasis over the combination of morphopragmatics and onomastics – umbralatives. The results of the study might also disclose further investigations over good-to-evil narratives which we call umbral narratives.