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Komodifikasi Users pada Platform Game Online Roblox Syas, Mulharnetti; Yahsy, Umair Shiddiq
Jurnal InterAct Vol. 11 No. 2 (2022): Jurnal InterAct
Publisher : School of Communication - Atma Jaya Catholic University of Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25170/interact.v11i2.3748

Abstract

Roblox online game is one of the most popular games in Indonesia. The market share targeted by Roblox online game is for children. However, some content from this game is known to be inappropriate for children to play. The problem is these types of inappropriate games are actually in great demands and visited by users. Therefore, this study aims to examine and explore how users are commodified on the Roblox online game platform. This study uses constructive paradigm, qualitative methodology, with the case study method. A qualitative approach is used to explain cases of the commodification of users on the Roblox online game platform through observation and in-depth interview techniques. The population of this study is the Roblox online game platform and the types of games contained in it. The results of the research show that Roblox has commodified users. In the Roblox online game platform, users can be categorized from two sides: as audiences or game connoisseurs, and also as workers or creators of the Roblox game itself. In terms of commodification, Roblox turns users into workers with inadequate wages. Users are also used to provide ratings which can then be sold to advertisers. Several types of Roblox online games contain elements of violence, pornography, and blasphemy that are visited by many users. In fact, Roblox is played mostly by children. Based on the results of the study, the researchers suggest that the Roblox online game platform does not commodify users for mere profit. In addition, parents must supervise their children when playing games, provide education, and choose games that are age-appropriate.
Kekuasaan Simbolik dalam Sinisme Politik Melalui Seni Mural pada Masa Pandemi Covid-19 Yahsy, Umair Shiddiq; Muhammad Hardiansyah; Umi Septia Rahayu
Jurnal ISIP: Jurnal Ilmu Sosial dan Ilmu Politik Vol. 22 No. 1 (2025): Jurnal ISIP: Jurnal Ilmu Sosial dan Ilmu Politik
Publisher : Institute of Social and Political Science Jakarta (Institut Ilmu Sosial dan Ilmu Politik Jakarta - IISIP Jakarta)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36451/jisip.v22i1.416

Abstract

Kemunculan seni mural yang ditujukan kepada pemerintah di masa pandemi Covid-19 mendapatkan sorotan publik. Mural-mural ini dipandang sebagai kritik sinis terhadap penanganan pandemi. Artikel ini melaporkan hasil penelitian yang bertujuan mengungkap pesan politik yang tersirat pada mural bergambar sosok mirip Presiden Joko Widodo dengan tulisan 404: Not Found' serta menggali praktik kekuasaan simbolik yang terjadi dalam sinisme politik. Metode penelitian yang digunakan adalah analisis wacana kritis model Norman Fairclough. Hasil penelitian menunjukkan bahwa pada level mikro, kekuatan simbolik pada pesan sinisme politik ditampilkan melalui simbol-simbol kepala negara, ketidakhadiran, kegagalan, alarm bahaya, kematian, otoriter, hingga simbol Orde Baru yang berujung pada keinginan untuk menjatuhkan kekuasaan. Pada level messo, isi mural merefleksikan adanya persepsi negatif terhadap pemerintah dan adanya kekuatan aktor media dalam memproduksi mural. Level makro menjelaskan bahwa modal budaya dan habitus sinisme politik dalam seni mural telah menjadi konsentrasi kekuatan spesifik yang beroperasi dalam arena politik.