SF Luthfie Arguby Purnomo
Universitas Islam Negeri Raden Mas Said Surakarta

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Hallmarking: Narrating commercials through referencing animated films, live actions, and games Purnomo, SF. Luthfie Arguby
Bricolage : Jurnal Magister Ilmu Komunikasi Vol 12, No 1 (2026): Accredited by Kemenristekdikti RI SK No.152/E/KPT/2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/bricolage.v12i1.8196

Abstract

I argue that audiovisual commercials that make references or incorporate portions of animated films, games, and live actions could be goggled from the perspectives of hallmark events. Through hallmark events, I argue that ones can reveal the strategies of incorporating events from the other audiovisual products into audiovisual commercials to make them narratively natural. I call these strategies hallmarking. To prove that hallmarking strategies are existent in these distinctive commercials, I employed the theories of hallmark events by Getz, Svensson, Peterssen, and Gunnervall, reference theory by Purnomo et al., the theory of television commercials as short film arts by Rhodes and Singer, and narrative negotiation by Kraus. Investigating twenty commercials ranging from animated films, games, and live actions, I argue that hallmark events could be employed to goggle how commercials incorporate animated films, games, and live actions – a phenomenon that I call hallmarking. I also argue that hallmarking has two functions namely momentum and ludic functions. These functions are delivered through three strategies of hallmarking namely matchmarking, touchmarking, and footmarking. These strategies could be employed as a guide or consideration in referencing, blending, or incorporating events in animated films, games, or live actions into audiovisual commercials. 
Assessing the Compatibility of Non-Language Learning Games for Language Education: Development of the FUN (Functionality-Usability-Normality) Framework Novianni Anggraini; SF Luthfie Arguby Purnomo; Arina Rohmatika
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.8461

Abstract

The increasing integration of digital games into informal language learning has highlighted the potential of commercial, non-language-learning games as supplementary pedagogical tools. However, educators lack a systematic framework to evaluate their compatibility with language learning objectives, particularly in genre-based instruction. This study addresses this gap by developing a practical evaluative framework for selecting suitable games. A qualitative design was employed using a Focus Group Discussion (FGD) involving eight experts in game-based learning, game design, and applied linguistics. Data were collected through a structured online discussion and analyzed using Spradley’s developmental research sequence, including domain, taxonomy, componential, and cultural theme analysis, guided by theories of game functionality, genre-based pedagogy, ergodic texts, and gamification. The analysis resulted in the development of the FUN framework, consisting of three dimensions: Functionality, Usability, and Normality. Functionality examines the alignment between game genres and targeted text genres through interpretive, explorative, and configurative user functions. Usability addresses platform accessibility and learner familiarity, influencing implementation feasibility. Normality evaluates socio-cultural appropriateness and potential distractions. These dimensions are operationalized into a compatibility rubric with three levels: compatible, appropriate, and discordant. The FUN framework provides a structured and practical tool for educators to evaluate and integrate commercial games into language learning contexts. While conceptually robust, the framework requires further empirical validation in classroom settings. Future research should examine its effectiveness in improving instructional decision-making and learning outcomes.