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Representation of LGBTQ Identity on Social Media: Multimodality Analysis on Instagram Account @yayasangayanusantara Fitri Andika, Muhammad Fauzi; Indriastuti, Ana; Fithria, Khoirunnisa Nur; Hernanto, Pramudya Ardhika; Wijayanti, Tutik
JURNAL KOMUNIKASI INDONESIA Vol. 13, No. 2
Publisher : UI Scholars Hub

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research examines the representation of LGBTQ identity on Instagram using multimodal content analysis on the @yayasangayanusantara account. Using Muted Theory, this study highlights how LGBTQ identities are formed and presented in social and digital contexts. Instagram was identified as an essential platform for authentic and multidimensional LGBTQ identities by challenging conventional stereotypes and discrimination in traditional media. The research methodology involves qualitative analysis of various forms of content (text, images, and videos). The main focus is how LGBTQ individuals use social media to express themselves, seek support, and build solidarity. The findings show that Instagram is not just a passive means of interaction, but a robust advocacy and education tool. This research also highlights the role of social media in promoting inclusivity and a more positive understanding of the LGBTQ community. These findings challenge traditional assumptions regarding the silencing of minority groups, showing that they actively construct and negotiate their identities in digital public spaces. Theoretically, this research expands understanding of identity construction in the digital era and highlights the critical role of Instagram as an empowerment tool. Practically, these findings provide the basis for more effective advocacy strategies, more inclusive policies, and new approaches to education and social dialogue regarding LGBTQ issues in Indonesia.
Critical Discourse Analysis Ruth Wodak in The “ Bocah-Bocah Kosong” Youtube Video Marbun, Hetty Mery; Mahadi, Elly Manika Maya; Shaabiriina, Gesilva Putri Samya; Hernanto, Pramudya Ardhika
Dinasti International Journal of Education Management And Social Science Vol. 6 No. 4 (2025): Dinasti International Journal of Education Management and Social Science (April
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v6i4.4448

Abstract

The entertainment industry is experiencing a notable evolution in humor, exemplified by the widely acclaimed content “Bocah-Bocah Kosong” on the YouTube WKWK Project by Genflix, which features women characterized by their oriental appearances and "Kosong" personas. This study seeks to elucidate the exploitation and manipulation prevalent within the entertainment industry through the application of Ruth Wodak's critical discourse analysis framework. The investigation was conducted by analyzing the textual content of episodes 1 to 30 of “Bocah-Bocah Kosong,” supplemented by interviews with four members of the production team, observational methods, and a review of relevant literature. The findings of this study, within the framework of cognitive dimension analysis, indicate that the production team engaged in exploitation throughout the entire process, from planning to scripting. The examination of the socio-psychological dimensions reveals that the manipulation of innocence, ignorance, and sexuality is employed to construct the identities of the characters in “Bocah-Bocah Kosong” through diverse modes of communication. An analysis of the linguistic dimension revealed that manipulative disclaimers were employed to evoke humor and exploit themes of innocence, ignorance, and sexuality as overarching narratives, alongside the strategic use of editing to enhance the text's impact. This manipulation is normalized by the entertainment business, which is ironic given that the owner of Genflix is a woman.
HYPERREALITY OF THE CHARACTER ARLECCHINO IN GENSHIN IMPACT PROMOTION VIDEOS Hernanto, Pramudya Ardhika
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 2 (2025): Volume 8 No. 2 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i2.43356

Abstract

Genshin Impact, berdasarkan pendapatan, merupakan salah satu video game yang cukup sukses. Salah satu kesuksesannya dapat dilihat dari mekanisme gacha yang harus digunakan pemain untuk mendapatkan karakter di dalam video game tersebut. Penelitian ini menggunakan teori hiperrealitas yang dikembangkan oleh Jean Baudrillard dan Umberto Eco untuk melihat bagaimana media promosi Genshin Impact di platform Youtube digunakan untuk membuat karakter terlihat dan terasa nyata. Penelitian kualitatif ini menggunakan metode multimodalitas untuk menganalisis enam video promosi di kanal Youtube resmi Genshin Impact tentang karakter terbaru pada bulan Mei 2024 yang bernama Arlecchino. Hasil penelitian menunjukkan bahwa terdapat unsur-unsur hiperrealitas yang sesuai dengan pandangan Baudrillard dan Eco. Genshin Impact memanfaatkan elemen-elemen tersebut untuk menciptakan emosi dan kepribadian dari karakter Arlecchino, yang kemudian digunakan untuk menarik minat para pemain dalam melakukan gacha. Dengan demikian, penelitian ini mengungkap bagaimana hiperrealitas berkontribusi pada strategi pemasaran dan keuntungan ekonomi melalui keterikatan emosional pemain terhadap karakter dalam video game.
Hiperrealitas dan Tanda dalam Kolaborasi Genshin Impact-Pizza Hut Indonesia (2023) Hernanto, Pramudya Ardhika
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i1.15402

Abstract

The video game company Hoyoverse who developed Genshin Impact can be seen collaborating with Pizza Hut Indonesia in 2023. In the collaboration, Genshin Impact utilized the images of the characters it had on the collaboration products between the two companies. This research is conducted using library research on Jean Baudrillard's thoughts on signs and hyperreality. This research found that the utilization of character images as signs during the collaboration can be seen in the creation of the new clothes design for the 2 characters involved in the collaboration. The sign created new value for the products sold in the collaboration. The value can be seen still attached to the product, even when its use value is already depleted. The sign is then used in the utilization of hyperreality during the collaboration to push the consumer to buy the collaboration package and receive virtual goods as a distinction. The said hyperreality can also be seen utilized during the collaboration by the existence of the collaboration characters Cosplayers used to pull the consumer to spend money for the ticket and attend the collaboration opening ceremony.