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The Rational and Irrational Dialectics in the Simulacrum of Posters and Narratives in Indonesian Horror Film Genre A. Yudo Triartanto; Tuty Mutiah; Adhi Dharma Suriyanto; Ali Imron Hamid; Syarif Fitri
INTERACTION: Jurnal Pendidikan Bahasa Vol. 11 No. 2 (2024): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

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Abstract

In recent years—and even dating back to the 1970s and 1980s—the Indonesian horror film genre has consistently drawn large audiences to theaters. Conceptually, this study examines this phenomenon by employing Max Horkheimer’s theory of rational and irrational dialectics, Jean Baudrillard’s concept of simulacrum, and Textual Analysis applied to horror film posters and narratives from the 1970s to the 2000s, alongside select Asian horror films that resonate with audiences. The rational and irrational dialectic emerges prominently in Indonesian horror films, as viewers grapple with the interplay between reality and the supernatural depicted in posters and narratives that serve as simulacra, ultimately becoming modern myths. Philosophically, this dialectic presents a dilemma where humans navigate rationality and irrationality in attempting to dismiss mythological elements. Simulacrum, in this context, represents a duplication without an original, blurring the line between the copy and the real. Textual Analysis, rooted in media and cultural studies, is employed here as a methodology for examining texts that contain meaningful signs. Most Indonesian horror film posters and narratives feature terrifying creatures without real-world references. As a result, despite a dip in popularity during the 1990s, horror films from the 1970s through the 2000s have frequently achieved high viewership, especially those based on legendary tales familiar to audiences. These recurring themes, perpetuated through film posters and narratives, are further reinforced by makeup, animation techniques, and CGI (Computer Generated Imagery), all of which bring the horror elements to life.
JUMBO Film as a Turning Point for Indonesian Animated Films in the Digital Era Tuty Mutiah; Bonardo Marulitua A; Ken Norton Hutasoit; Ali Imron Hamid; Syarif Fitri
INTERACTION: Jurnal Pendidikan Bahasa Vol. 12 No. 1 (2025): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/interactionjournal.v12i1.2846

Abstract

The Indonesian film industry has shown significant development in recent years, particularly in terms of genre diversification and technical quality. One major achievement in this sector is the success of the animated film JUMBO (2025), which became the third highest-grossing Indonesian film of all time, with over 7 million viewers. This success reflects a major shift in Indonesian audience preferences toward local animated films, which were previously often considered less popular. JUMBO not only offers entertainment but also presents a strong and emotional narrative, along with relevant Indonesian social and cultural values. This study aims to examine JUMBO as a manifestation of a new paradigm in Indonesian cinema, focusing on its narrative approach, technical and visual aspects, as well as the digital communication strategies used to market the film. In addition, audience responses to the film are analyzed to understand its impact on public perception of local animated films. The research uses a qualitative approach, including content analysis of the film and a study of social media use in its marketing strategy. JUMBO not only provides visual entertainment but also conveys universal values such as struggle, family, and hope, making it both relevant and emotionally resonant for viewers. The findings show that JUMBO has successfully reshaped audience expectations regarding the quality of local films and opened new opportunities for the development of the animation genre in Indonesia. The film’s success highlights the great potential for the Indonesian animated film industry to grow further and be embraced by both local and international audiences.
Simulacrum and Mystical Logic in the Commodification of Communication in the Narrative of the Film "Ghost In The Cell"” A.Yudo Triartanto; Tuty Mutiah; Syarif Fitri
Akrab Juara : Jurnal Ilmu-ilmu Sosial Vol. 11 No. 3 (2026): Agustus
Publisher : Yayasan Azam Kemajuan Rantau Anak Bengkalis

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Abstract

This research focuses on supernatural entities, religion, satire, parody, and codes, through simulacrum and mystical logic in the commodification of communication in the narrative of the horror-thriller genre film entitled "Ghost in the Cell" which takes place in Labuhan Angsana prison. In this film, it is narrated that prison is not only filled with evil and greedy people, but also people who are actually innocent. In prison there is also an invisible ghost figure, then incarnates and duplicates itself to resemble a potential victim who will be killed sadistically and aesthetically. This research uses the concepts and theories of Commodification (Vincent Mosco), Simulacrum (Jean Baudrillard), Intertextuality (Julia Kristeva), and Binary Opposition Narrative Analysis (Vladimir Propp and Claude Levi-Strauss). The use of several concepts and theories to reveal the entity and narrative of the film contained in the characters and a number of scenes. The results of the study show that simuacrum and mystical logic in the horror genre continue, when an invisible ghost enters someone's body and appears, and presents something that is not real to be real (simulacrum) which is arranged into a narrative (intertextuality), and is represented functionally by the characters - a binary opposition narrative structure - as an attraction and interest for the majority of the audience through capitalist logic (communication commodification) and mystical logic.