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Contact Name
Jusuf Ariz Wahyuono
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jmki.fisipol@mail.ugm.ac.id
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Fakultas Ilmu Sosial dan Ilmu Politik, Karang Malang, Caturtunggal, Kec. Depok, Kabupaten Sleman, Daerah Istimewa Yogyakarta 55281
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INDONESIA
Jurnal Media dan Komunikasi Indonesia
ISSN : -     EISSN : 2721396X     DOI : https://doi.org/10.22146/jmki.51114
Jurnal Media dan Komunikasi Indonesia (JMKI) published by the Department of Communication Science, Faculty of Social and Political Sciences, Universitas Gadjah Mada. JMKI is dedicated to publish and disseminate research, studies, theories, and phenomena in communication science. The scope of the manuscript to be published in the JMKI is a manifestation of the Department of Communication Science’s vision "Crafting Well Informed Society." JMKI is published twice a year and invites researchers or practitioners from various disciplines to write about media and communication issues such as, but not limited to, journalism and media, entertainment media, advertising, public relations, cultural studies, film studies, and game studies.
Articles 96 Documents
Race Representation and the Concept of Religiosity in Genshin Impact Putri, Lintang Shabrina; Aji, Angga Prawadika
Jurnal Media dan Komunikasi Indonesia Vol 6, No 1 (2025): March
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.91984

Abstract

The video game trend in Indonesia has witnessed an escalation since 2020, with one of the popular games among the populace being Genshin Impact. Genshin Impact is a role-playing gaming (RPG) video game, that immerses players in a narrative-driven experience where they embody avatars to navigate the game's missions. In the context of RPG, the meticulous construction of the game world is pivotal to bolstering the overarching storyline. Consequently, the significance of representation cannot be overstated, serving as a linchpin for enhancing the gaming experience. This contextual backdrop frames the present research, seeking to unravel the cultural portrayals embedded within Genshin Impact. The aspiration is to contribute novel insights to the discourse on representation studies. Moreover, the research employs a qualitative descriptive methodology, leveraging Roland Barthes' semiotic analysis to scrutinize the intricate cultural elements within the game. This analytical approach aims to uncover and comprehend the nuanced layers of cultural representation in Genshin Impact.
Efektivitas Impression Management Anies Baswedan sebagai Capres 2024 terhadap Sikap Pemilih Pemula Hayati, Sagita Rahma; Fitriani, Dinda Rakhma
Jurnal Media dan Komunikasi Indonesia Vol 6, No 1 (2025): March
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.93775

Abstract

This study aims to identify the Impression Management strategies employed by Anies Baswedan through his Instagram account, @aniesbaswedan, during the 2024 presidential campaign, focusing on first-time voters aged 17-21. Impression Management is the process by which an individual intentionally shapes the perception others have of them. Indonesian political figures, including the 2024 presidential candidate, Anies Baswedan, also engage in Impression Management. The research method used is quantitative with a positivism paradigm, involving the distribution of questionnaires to Anies Baswedan's Instagram followers. This study applies Jones & Pittman's (1982) Impression Management theory, encompassing, ingratiation, self-promotion exemplification, intimidation, and supplication, as well as attitude indicators consisting of cognitive, affective, and conative components. The results indicate that the most frequently used strategy by Anies Baswedan is ingratiation, aiming to create the impression of a likeable presidential candidate. The sub-indicators of this strategy are dominated by expressions of sympathy towards others, such as congratulations, condolences, and other sympathetic actions. 
Menguak Misteri Simbol X dan Kegagalan Rebranding Twitter: Analisis Semiotika Marketing Oswald Pratiwi, Sefya Dian
Jurnal Media dan Komunikasi Indonesia Vol 6, No 1 (2025): March
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.93846

Abstract

Twitter's recent rebranding to X, replacing its iconic blue bird with the letter, stunned users and triggered a wave of negativity. This study examines this rebranding failure through a consumer brandscape concept of marketing semiotics lens. Primary data was gathered by directly observing Twitter's logo transformation content, complemented by secondary data from a literature review. To validate interpretations, short interviews with five loyal Twitter users were conducted. The study reveals that Twitter's transition to the X aimed to communicate a narrative of change, innovation, and progress, positioning itself as a super app. Contrary to this intention, loyal Twitter users interpreted X negatively, associating it with the dark web. Analysing this through consumer brandscape semiotics marketing, the failure is attributed to emotional and cultural tensions arising from the abrupt shift from Twitter's iconic blue bird symbol to the letter X. This identity change led to confusion, discomfort, and negative user reactions. The rebranding failure underscores Twitter's insufficient consideration of marketing semiotics, particularly within the consumer brandscape. The implication is that a successful rebranding necessitates a holistic approach, encompassing the entire semiotic marketing ecosystem, including considerations of culture, values, and brand legacy, to effectively convey identity changes to users.
Analisis Pesan Propaganda selama Pilpres 2024 di X Pambudi, Buyung; Prajarto, Nunung; Irawanto, Budi
Jurnal Media dan Komunikasi Indonesia Vol 6, No 1 (2025): March
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.99553

Abstract

Propaganda messages disseminated using digital technology are part of the elements of political propaganda as a communication event. On the one hand, propaganda messages are a means of conveying messages aimed at maintaining a good image of the candidate being supported. On the other hand, propaganda messages are directed at bringing down the image of opposing candidates. Digital propaganda messages can be sorted into three categories, namely disinformation, malinformation, and misinformation. Propaganda messages can be seen by observing certain topics related to politics during general elections, especially the 2024 presidential election. Topics that were discussed by netizens on X during the 2024 presidential election became a means to spread propaganda messages either aimed at supporting certain candidates or attacking opposing candidates. During the 2024 presidential election in Indonesia, propaganda messages were widely spread on social media, including on X, which used to be called Twitter. All candidates in the 2024 presidential election could not avoid propaganda attacks with the aim of bringing down their image. The 2024 presidential election shows that netizens in X are not as divided as Cebong and Kampret in the 2019 presidential election. Therefore, propaganda messages are directed more towards the candidates rather than the candidates' supporters. Propaganda messages spread on X can be in the form of narrative sentences, images, videos, and audio. There are even propaganda messages created with the help of artificial intelligence technology. The use of artificial intelligence technology is new in propaganda during the presidential election in Indonesia.
Bukan Sekadar Boneka: Pemaknaan Fans Stray Kids pada Tren Mengoleksi SKZOO Ditinjau dari Budaya dan Ekonomi Penggemar Cinti, Putu Intan Raka
Jurnal Media dan Komunikasi Indonesia Vol 6, No 2 (2025): September
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.102591

Abstract

This study aims to understand how Stray Kids fans interpret the activity of collecting SKZOO dolls through the lens of fan culture and fan economy. Using a phenomenological approach, this research explores fans subjective experiences in perceiving SKZOO dolls not merely as consumer goods, but as a medium for gaining emotional needs, a symbols of identity, and a form of participation in fandom culture. The findings reveal that fans love to collect SKZOO dolls because of the cuteness as a representation of kawaii culture, strenghthening the emotional bonds both among fans and with Stray Kids,, while simultaneously becoming part of participatory culture through content creation and distribution. On the other hand, SKZOO dolls also embodies the dynamics of fans economy through hypercommercialization, where entertainment companies capitalize on fans’ emotional attachment to encourage repetitive consumption. Thus, these SKZOO dolls emerge as a dual phenomenon: a medium of fan cultural expression and an instrument of the entertainment industry for gaining finansial profit.
The Political Mediatization of the Golkar Party in West Sumatra Arifuddin, Muhammad Thaufan; Darwis, Yuliandre; Dalmenda, M. A.; Rinaldi, Rinaldi; Yulia, Vitania
Jurnal Media dan Komunikasi Indonesia Vol 6, No 2 (2025): September
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jmki.104989

Abstract

This study addresses a critical gap in the scholarship on the mediatization of political parties at the local level in post-Suharto Indonesia, namely the limited attention to how party–media interactions unfold outside the national arena and beyond Java-centric analyses. By examining the case of the Golkar Party in West Sumatra, this article shows how local dynamics shape distinctive patterns of political communication and mediatization. Drawing on in-depth interviews, intensive observation, and documentary analysis, including local newspaper coverage from Singgalang, the study demonstrates that Golkar has strategically employed mediatization to reinforce organizational networks, disseminate political and social programs, and mobilize electoral support. At the same time, the case reveals persistent constraints such as polarization, money politics, and dynastic influence, which highlight the limits of mediatization in advancing democratic consolidation at the local level. By situating the West Sumatra case against broader Indonesian patterns, this article makes a novel theoretical contribution to political mediatization by illustrating how local socio-political contexts condition party–media relations in ways that complicate assumptions derived from national-level studies.

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