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PEREMPUAN DALAM VIDEO GIM : Representasi Perempuan Dalam Dead or Alive 6 Yuwono, Ardian Indro
Interaksi: Jurnal Ilmu Komunikasi Vol 11, No 1 (2022): June 2022
Publisher : Master of Communication Science Program, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/interaksi.11.1.60-72

Abstract

In media industry, women are often represented as an object which cannot be separated from their sexual attractiveness. This kind of female sexualization also presents in various video games, such as Dead or Alive 6. Through this study, researcher tries to understand how female characters are represented in Dead or Alive 6 using Roland Barthes’s semiotic analysis. As for the result, four picked characters, Kasumi, Honoka, Marie Rose, and Momiji represent signs of sexualization such as their fashion, innocence, legal character but looks like an underage, or a paradox between sacredness and taboo. The sexualization of characters in Dead or Alive 6 turns the sexual traits of legal female characters as its selling point. Dead or Alive 6 sexualizes its female characters as part of its selling value by selling various expensive downloadable contents (DLC) in form of maid, bikini, or any other sexy costumes that has nothing to do with characters’ ability. The “water mode” and “soft mode” also can be considered as sexual exploitation towards the female characters as its selling point. It can be read that the game takes advantage from the players’ sexual fantasy as a goldmine.
Studi Netnografi Dinamika Participatory Culture Komunitas Penggemar Idola Jpop Madania, Fitri; Yuwono, Ardian Indro
Komuniti : Jurnal Komunikasi dan Teknologi Informasi Vol. 17 No. 1 (2025): Komuniti : Jurnal Komunikasi dan Teknologi Informasi, Maret 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/komuniti.v17i1.8781

Abstract

Peneltian ini bertujuan untuk menilik hadirnya dinamika dalam praktik participatory culture yang dilakukan oleh komunitas penggemar Idola Jpop di tengah berbagai batasan dalam konsumsi konten akibat gatekeeping serta aturan copyright. Jepang dikenal dengan gatekeeping atas konten-konten budaya populer mereka membuat penggemar internasional termasuk Indonesia kesulitan untuk dapat menikmati konten meskipun di tengah perkembangan teknologi yang kian mempermudah aktivitas penggemar di ruang digital. Fokus penelitian ini adalah untuk mengetahui praktik budaya partisipasi penggemar serta motivasi penggemar dalam komunitas mereka dengan menggunakan participatory culture theory menghadapi batasan-batasan sebagai penggemar. Metode yang digunakan adalah netnografi dan paradigma konstruktivisme untuk memahami dinamika komunikasi penggemar dalam suatu komunitas online yaitu fandom Idola Jpop di media sosial X. Hasilnya, ditemukan bahwa penggemar melaksanakan empat fungsi utama praktik budaya partisipasi penggemar yaitu affiliation, expressions, collaborative problem solving, dan circulations dengan motivasi untuk menciptakan media presence dan mempertahankan komunitas mereka sehingga diharapkan mampu menciptakan kemudahan dalam komunitas serta keterbukaan industri Idola Jpop ke pasar global.   This study aims to examine the presence of dynamics in the practice of participatory culture carried out by the Jpop Idol fan community amidst various limitations in content consumption due to gatekeeping and copyright regulations. Japan is known for its gatekeeping of their pop culture content, making it difficult for international fans including Indonesia to enjoy the content even amidst technological developments that increasingly facilitate fan activities in the digital space. The focus of this study is to determine the practice of fan participation culture and their motivation in their community by using participatory culture theory while facing limitations as fans. The methods used are netnography and constructivism paradigm to understand the dynamics of communication between fans in an online community, the Jpop Idol fandom on social media X. The results found that fans carry out four main functions of fan participation culture practices, affiliation, expressions, collaborative problem solving, and circulations with the motivation to create a media presence and maintain their community so that it is expected to be able to create convenience in the community and openness of the Jpop Idol industry to the global market.
Ekonomi Politik Media dalam Kreasi Video Let’s Play di Indonesia (Kasus YouTuber ‘MiawAug’) Dahana, Abyzan Syahadin Bagja; Yuwono, Ardian Indro
Jurnal Media dan Komunikasi Vol. 5 No. 2 (2025): Jurnal Media dan Komunikasi (MEDKOM) No 2 Volume 5 2025
Publisher : Airlangga University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/medkom.v5i2.64801

Abstract

This study aims to uncover the practice of media political economy among Let’s Play (LP) video creators in Indonesia, with a focus on the YouTuber MiawAug. LP content is gaining popularity among gamers; however, prior research has generally only highlighted commodification aspects related to creators and audiences. Using Vincent Mosco's theory of media political economy, this study analyzes MiawAug's practices of commodification, spatialization, and structuration in content creation. The researchers employed descriptive qualitative methods, collecting data from literature reviews and document analysis related to the MiawAug YouTube channel. Findings reveal that MiawAug engages in commodification processes—specifically content, audience, and labor commodification—by producing videos featuring popular games to generate ad revenue. Additionally, MiawAug implements spatialization through the use of diverse media platforms, collaboration with other creators, and merchandise sales. MiawAug also employs structuration by using polite language in videos, setting himself apart from many gaming content creators who use swearing as an entertainment element. Furthermore, he leverages his popularity to promote indie games, encouraging viewer support through video promotions.
Exploring self expression and femininity in food photography: the artworks of the women photographer community "Kompakers Jogja" Wibowo, Arif Ardy; Abrar, Ana Nadhya; Yuwono, Ardian Indro
Gelar: Jurnal Seni Budaya Vol. 22 No. 2 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i2.6025

Abstract

This study aims to analyze of the expressions of femininity in food photography as carried out by Kompakers Jogja. Photography has historically been established inside male-dominated domains. Unlike the historical context where photography has consistently been associated with male-dominated, Kompakers Jogja presents a contrasting perspective that questions the established norms of male dominance. This research explore the diverse viewpoints of ten individuals using a combination of photovoice and photo-elicitation. Through the application of qualitative content analysis within the thematic framework of femininity in photography, categorized as Theatricality, Tactility, Softness, and Hybridity. The analysis reveals that community members infuse distinct feminine sensibilities in their photography, as corroborated through visual scrutiny and validated during photo-elicitation. Prevalent among these manifestations are theatricality and hybridity, exemplified by strategic prop placement and digital enhancements aimed at augmenting the aesthetic allure of the captured images. In addition, tactility becomes important, especially when carefully choosing angles to elicit gustatory wants. Although the works of the members exhibit some softness, they serve more as supporting element. In summary, the Kompakers Jogja depict motifs that subtly and intricately symbolize femininity in their photography. This research shows the distinct characteristics linked to the facets of femininity as expressions of women's self-identity.
Menilik Komik Shingeki no Kyojin melalui Kacamata Masyarakat Simulasi Baudrillard Yuwono, Ardian Indro; Anindita, Rizky Maulana
Jurnal ILMU KOMUNIKASI Vol. 21 No. 1 (2024)
Publisher : Departemen Ilmu Komunikasi FISIP Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jik.v21i1.6361

Abstract

Hajime Isayama’s Shingeki no Kyojin tells the disruption on Paradis Island’s stability as Titans ambush. This article found the Paradis Island is the perfect representation of Jean Baudrillard’s simulacra society which is trapped in a chaos of reality and simulations in hyperreality. Through the Barthes’s semiotic model, this article finds that Paradis Island’s a perfect hyperreal site that traps its inhabitants in simulacra and blurs anything beyond the wall. Repression and propaganda complicate people’s understanding on politics. In reflection to current state, media are trapping society inside walls of their preferences to blur the reality behind or beyond the wall.
Berwisata Digital: Studi Etnografi Praktik Bermain Game Sebagai Ruang Wisata Virtual Yuwono, Ardian Indro; Dahana, Abyzan Syahadin Bagja
Jurnal Ilmu Komunikasi Vol 20 No 3 (2022)
Publisher : Univeritas Pembangunan Nasional "Veteran" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/jik.v20i3.6528

Abstract

Gim dengan genre dunia terbuka menawarkan pengalaman bermain baru yang memungkinkan gamer melakukan eksplorasi menyeluruh khususnya secara visual. Gamer tidak lagi memainkan gim untuk menyelesaikan misi dan tantangan, tetapi juga untuk mengeksplorasi dan menikmati perjalanan dalam dunia gim. Penelitian ini bertujuan menemukan pengalaman gamers saat mengeksplorasi dunia terbuka dalam gim dan memanfaatkan fitur photo mode. Metode pada penelitian ini menggunakan etnografi dalam kerangka cultural studies cetusan Saukko yang mengungkapkan pengalaman gamer selama mengeksplorasi dunia virtual dalam gim. Subjek penelitian merupakan para gamer yang memainkan gim dunia terbuka dengan judul “Ghost of Tsushima”, “Red Dead Redemption” dan “Spider man”. Penelitian ini berisi praktik berwisata virtual yang dilakukan gamer berdasar pada minat di dunia luring. Hasil penelitian ini mengungkapkan bahwa travelling merupakan bagian dari praktik berwisata para gamer, khususnya berpetualang dan mengabadikan momen dengan menggunakan fitur photo mode menjadi salah satu bentuk rekreasi alternatif, di saat aktivitas berwisata fisik tidak memungkinkan karena keterbatasan biaya, kesibukan serta keterbatasan kegiatan sosial lainnya. Kontribusi penelitian ini memberi kebaruan tentang fitur photo mode pada permainan gim video menjadi bentuk media komunikasi baru dalam praktik berwisata virtual.