Claim Missing Document
Check
Articles

Found 19 Documents
Search

PEWUJUDAN DAN PENYERAPAN PEMAIN DALAM VIDEO GAME Yuwono, Ardian Indro; Simatupang, Gabriel Roosmargo Lono Lastoro; Salam, Aprinus
Journal Communication Spectrum: Capturing New Perspectives in Communication Vol 8, No 1 (2018): February - July 2018
Publisher : Department of Communication Science, Bakrie University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36782/jcs.v8i1.1837

Abstract

In playing various video game, gamers unconsciously and automaticly embodied theirself inside the video game. The embodiment process are portrayed through icons, avatars and mostly their in-game characters, while the immersion happens during the process of playing, which can occur inside and outside of the video game. The playing intensity and the amount of time spend in playing video game determine the overall process of embodiment and immersion, beside the player sociocultural condition. This research uses ethnography to identify how gamers play the video game to fulfill their intrinsic needs such as competence, autonomy and relatedness. To cite this article (7th APA Style): Yuwono, A. I., Simatupang, G. R. L. L. & Salam, A. (2018). Pewujudan dan penyerapan Pemain dalam Video Game [Embodiment and Immersion of Players in the Game Video]. Journal Communication Spectrum, 8(1), 94-112. http://dx.doi.org/10.36782/jcs.v8i1.1837
The Unconscious Self in Role Playing Video Game’s Avatar Ardian Indro Yuwono; Gabriel Roosmargo Lono Lastoro Simatupang; Aprinus Salam
Jurnal Ilmu Komunikasi Vol 16, No 2 (2018)
Publisher : Univeritas Pembangunan Nasional "Veteran" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/jik.v16i2.2687

Abstract

In the world of digital video games, human players are present through surrogates. Surrogates in the video game is a character which also called by the term avatar which is a self-representation of real players. The presence of avatars in role playing games are formed through a process of creation by the gamer. The production of avatars cannot be separated from the unconscious mind of the players, the unconscious desire, ego and ideology. This avatar creation process continues ongoing, following the progress of the video game story. The decision, the path, and the act that the player take in completing the story are gradually reshaping the avatar. In the end, the avatar eventually became a manifestation and reflection of the unconscious minds of the video game players. This research conducted using ethnography and Jacques Lacan psychoanalysis theory.
Multikulturalisme Dalam Video Game Dragon Age: Inquisition Ardian Indro Yuwono; Jusuf Ariz Wahyuwono
ETTISAL : Journal of Communication Vol 1, No 2 (2016): ETTISAL Journal of Communication
Publisher : Universitas Darussalam Gontor collaboration with ISKI (Ikatan Sarjana Ilmu Komunikasi Indo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/ettisal.v1i2.718

Abstract

Abstract With the development of technology today, video games are not just simple entertainment media. Supported by the advancement of newest technology, video games able to have content, just like cinema and films. With its content, video games can not be separated from the reality that determines the content in the process of production. Including values, cultures, and ideologies that are not always visible and latent. So through this study, the authors attempted to see how the video game Dragon Age: Inquistion, popular video games Bioware under the auspices of EA Software made in America. With topics related to multiculturalism, topics that related to idea how race and cultural diversity are represented in the media. America itself into a unique country, known as a melting pot of diverse cultures in the world. But do all races and culture are equally represented in the media?Or maybe there is some stereotype to particular race and culture? So through this study, the authors attempted to see how multiculturalism represented, especially through video games.
RECEPTION ANALYSIS OF PORNOGRAPHY IN VIDEO GAME PLAYER Jusuf Ariz Wahyuono; Ardian Indro Yuwono
INJECT (Interdisciplinary Journal of Communication) Vol 4, No 2 (2019)
Publisher : IAIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (135.032 KB) | DOI: 10.18326/inject.v4i2.137-152

Abstract

This study aims to understand how teenagers know their meaning of pornographic content in the game Dragon Age and The Witcher and understand how this player reproduces the message received. This research used qualitative research methods with the ethnography method. The research subjects consisted of 2 gamers who have different backgrounds on the condition of owning or frequently playing games with pornographic content. The two subjects selected according to criteria, including those who have been playing video games for a long time, are over 18 years old and have free access to video games. The position of each informant in this study shows that they are in the position of negotiated readers. Although both informants actively received pornographic messages in the game, both informants negotiated the meaning of what was received. Each informant negotiates to mean based on their respective fields of reference. 
EKSISTENSI DEVELOPER GAME INDEPENDEN INDONESIA (Studi Kasus Eksistensi Developer Game Indepeden Agate Studio, Creacle Studio, dan Digital Happiness Dalam Perspektif Ekonomi Politik Komunikasi) Ardian Indro Yuwono
Jurnal Media dan Komunikasi Indonesia Vol 2, No 1 (2021): March
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.63054

Abstract

This study aims to understand how Indonesian independent game developers strive to exist in the competitive game industry. This research uses case study method with a political economy approach based Vincent Mosco’s political economy of communication. The political economy aproach are commodification, spatialization and structuration. This research conclude how Creacle Studio, Agate Studio and Digital Happiness carry out various commodification, spatialization and structuration practices in maintaining their independent studios in the Indonesian video game industry. The three studios practice political economy in different ways to survive in the video game industry.
Permainan Simulasi Kencan sebagai Medium Romantic Loneliness Sarah Noverianti; Ardian Indro Yuwono
Jurnal Media dan Komunikasi Indonesia Vol 2, No 2 (2021): September
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.67325

Abstract

Dating simulation game is a subgenre of simulation game, where the player—who plays as the main character surrounded by many male/female characters—interact with the game character to develop romantic relationship with one of them, through the multiple choice feature in the game. This feature will bring the gamer to a fantasy where they can meet someone who gives affection and love to them, and could date with them. Through ethnography method, this article investigate on the process and experience of playing the game to overcome their romantic loneliness by the gamers of “Mystic Messenger” (for female gamer) and “If My Heart Had Wings” (for male gamer). The results shows that the playing process is centered on the interaction’s process between gamers and the game characters, through conversation dialogue and the multiple choice feature, as well as various features in the game. This process brings the gamer to be close to the character their chose, thus providing an ideal romantic relationship experience for gamers, as if they were interacting and establishing a relationship with real people.
Berwisata Digital: Studi Etnografi Praktik Bermain Game Sebagai Ruang Wisata Virtual Ardian Indro Yuwono; Abyzan Syahadin Bagja Dahana
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. 
Peran Local Champion Dalam Pengembangan Pariwisata Berbasis Komunitas Di Balkondes Tuksongo, Wringinputih, dan Giritengah Ardian Indro Yuwono; Herni Putrianti
JURNAL DESTINASI PARIWISATA Vol 10 No 1 (2022): VOL 10, NO 1 (2022): (JANUARY - JUNE) JURNAL DESTINASI PARIWISATA
Publisher : Program Studi Sarjana Pariwisata, Fakultas Pariwisata, Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JDEPAR.2022.v10.i01.p02

Abstract

Community leaders or local champion have important role for develop tourist villages andcommunity empowerment processing. Balai Ekonomi Desa (Balkondes) program is a community-basedtourism development program which implemented at villages around Borobudur. This article explains therole of government, stakeholders, and the role of local champions in mediating, facilitating and mobilizingthe community. This study used qualitative research methods through in-depth interviews using snowballtechniques. The themes emerged from this research, the role of PT.TWC is to initiate the program andconnect to BUMN as a partners to each village. The selection or presence of local champions is determinedthrough an informal process. In each village represented by one supervisor becomes a local champion whoplays an important role.Keyword: local champion; balkondes; pariwisata berbasis komunitas
The conventional media's political economy practices in the media convergence era: Case study of labor commodification in TV industry Estavita Chantik Pembayun; Ardian Indro Yuwono
Informasi Vol 53, No 1 (2023): Informasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/informasi.v53i1.57013

Abstract

Technological developments provide benefits for the society in receiving information and entertainment. This has resulted many innovations made by the communication media industry players, one of which is NET. TV by conducting media convergence. Media convergence is a consequence caused by technological developments, which then affects competition in the media industry. Media convergence is gaining momentum in the communications industry, where digital technology is being used more than conventional one. Under the auspices of PT Net Visi Media, NET. TV has now looked at YouTube and over-the-top digital platforms. By looking at the transitions, this research was conducted with a critical paradigm by mapping the problems that occur related to vertical power relations, based on political economy theory of communication media by Vincent Mosco. Interview with NET. TV production team became the primary data, which was then analyzed descriptively. According to the characteristics coined by Vincent Mosco as an analytical tool, the result is NET. TV performs absolute and relative labor commodification during media convergence. Where the Tonight Show Premiere and Match Island production teams are required to be multitasking and work overtime without being paid.
Female Masculinity Representation in Still Sick Yuri Manga : Indonesian Perspective Anindita, Rizki Maulana; Yuwono, Ardian Indro
I-Pop: International Journal of Indonesian Popular Culture and Communication Vol. 4 No. 1 (2023): I-POP Vol 4 No 1 (January-June 2023)
Publisher : Program Studi Ilmu Komunikasi Universitas Bakrie

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36782/i-pop.v4i1.130

Abstract

Indonesia has an enormous manga audience and fans. One of the known genres is Yuri, a lesbian romance story. As a country with many Muslims who practice some Islamic customs, it is not surprising that this genre is often seen as controversial since it conflicts with moral teachings and is labeled as an LGBTQ+ normalization space. However, to not see the genre objectively is also a waste since it represents the actual life of women, especially lesbians, in a heteronormative society that glorifies androcentric capitalistic patriarchal ideology—something we also usually see in Indonesia. Therefore, the Yuri genre is a counter-narrative to Japanese and Indonesian society. Using Barthes’ semiology with Janet Chafetz’s seven traits of masculinity, we analyzed the representation of female masculinity and lesbian traits in the Still Sick manga to decode the representation of a lesbian’s female masculinity in Yuri manga. This article offers a new perspective on this discriminated genre. It shows that entertainment media bears criticism against its society while helping the public, especially domestic hobbyists, understand Yuri manga and its female masculinity more. Five points can be discussed in this article: 1) the shakaijin Yuri theme reconstructs the girls’ love genre and masculinity in manga and anime, 2) the negotiated power relation between lesbian households, 3) women’s hybrid ikigai acts as a critique against the masculine counterpart, and 4) critic against the heteronormative-homophobic society through the representation of lesbian life in Japan. The comparison between Japanese and Indonesian popular culture is also discussed to understand the context.