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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 62 Documents
Yellow in Black and White: Representasi Identitas Asia oleh Rich Brian dalam Musik Hip-Hop di Amerika Serikat Nokia Putri Andika Lainsyamputty
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.58795

Abstract

The representation of the Asian race in the US music industry is still relatively small. However, Rich Brian, a person of Chinese descent with Indonesian nationality, succeeded in his career by carrying out the hip-hop genre that was firmly rooted in African-American (black) racial groups in the United States, a country which was dominated by Caucasian (white) races. This study aims to uncover how Brian represented his identity in the US hip-hop music scene using Stuart Hall's circuit of culture theory. The object of this research is the lyrics of several songs in Rich Brian's album. Through the analysis process, it was found that Brian did not cover the nationality and race identity he had. He precisely positioned himself on the spectrum of social identity. This then affects the representation of identity that he does in his songs, including revolving around the theme of the meaning of identity and stereotypes of the Asian race, as well as the struggles experienced by Asians who are part of minority groups in the United States.
From Scorching Desert to Tropical Paradise: New Form of Video Game Orientalism in Far Cry 3 Angga Prawadika Aji
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.60739

Abstract

This paper provides an analysis of different form of orientalism found in the third title of the popular Far Cry game series.  The open world system offered by Far Cry 3 brings a new nuance in the discourse of orientalism in video games, especially within the context of military shooter game. It provides both opportunities and challenges for developers to build ‘world’ as real as possible for players to explore. This construction process often reflects the orientalism practices shown by game developers in describing Eastern society and culture. Through a variety of activities such as hunting, exploring, sailing, and killing enemy forces, the player acts as a 'western mediator' who intepret the simulated Eastern world as a strange and mysterious territory.
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.
Dinamika Online Persona Akun Anonim Twitter Penggemar KPop Kirana Wistiani Ayundari; Pulung Setiosuci Perbawani
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.63068

Abstract

This article addresses the psychological aspect of the need for comfort and freedom of self expression among KPop fans, which actualized through anonym account on twitter. KPop is one of the so-called interest whichhas some activities that always being compared to fanastim and still can't be accepted freely to general public. As part of the minorities, KPop fans are seeking for a place that could give them freedom for presenng their identities as fans who are actively participating in KPop fandom activities, and that place is none other than using pseudonym account on Twitter.A survey of 400 respondents who are using KPop anonym account on Twitter showed that privacy is the reason for 300 respondents to use anonymous accounts. The results of the mean test on the five dimensions of online persona variables are nickname (3.59), trust (3.78), online idenfication (3.44), grandiosity (3.09), and self-esteem (2.97). The results of the mean test on the group dynamics variable dimensions are connection (3.37), supportive interaction (3.07), affective (4.05), and cognitive (4.16). Seeking for a privacy and entertainment as a form of seperating themselves from face-to-face environment could give KPop fans to interact more about their KPop interests or even talking about their private lives through virtual environments, which is Twitter.Through interacons by using pseudonym, there are times when KPop fans are not just talking about theirKPop interests, but also showing their idenes and also their private lives as a phase when they're interacting with other KPop fans. Therefore, these could lead to an enchancement where solidarity are felt within KPop fandom in Twitter, and this could also give each KPop fans the feeling of being accepted and feeling lucky when they couldn't present themselves freely in a real life before and here they become more open and happy on this Twitter environment.
Representasi Karakter Ayah Pada Film NKCTHI : Nanti Kita Cerita Tentang Hari Ini Tigy Ambar Silvanari
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.63311

Abstract

The background of this research is motivated by an interest in the patriarchal cultural practices that apply to Indonesian society. Where one of them is related to the dominance of men as fathers in the family sphere. A number of roles in the family are constructed in the position of the father. Film is one of the media that can portray father as the main character. The depiction of the father character in Indonesian films in the 90s has shifted from the 2000s to the present. One of the family-themed films that make the main character of the father in the current era is the NKCTHI: Nanti Kita Cerita Tanpa Hari film. This film is interesting to study, because the character of the father is shown by taking pictures from various points of view. So it would be interesting if a study was conducted on the depiction of the father's character in the NKCTHI: Nanti Kita Cerita Tentang Hari Ini film. This study uses a qualitative method with Peirce's semiotic analysis to get a picture of the representation of the father's character through the signs, objects, and interpreters in the scenes in the NKCTHI: Nanti Kita Cerita Tanpa Hari ini film. The results of this study indicate that the character of the father in this film is still represented as a dominant figure through his role as a protector so that it can be associated with the practice of patriarchal culture that is still valid in Indonesia, especially in the family sphere.
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.
Strategi Penyusunan Pesan Informatif – Persuasif Dalam Data Covid-19 Oleh Humas Diskominfo Kota Bogor di Media Sosial Shafa Tsamara Nugraini; Abdul Kholik
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.67596

Abstract

This research aims to find out the strategy of message preparaon conducted by Diskominfo Bogor City in managing COVID-19 data through social media. The preparaon of the message is done so that the message that wants to be conveyed can be understood and there is no mispercepon to the people of Bogor City. Public relaons government takes a role in managing data, with the strategy of composing messages before publicaon can minimize things - unwanted things happen. The research approach used is qualitave and the method used is descripve method. In this study there is a theory according to Cassandra cited by Hafied Cangara, namely the preparaon of informave messages and the preparaon of persuasive messages. This informave message management strategy and persuasive management technique are carried out by the Bogor City Communicaon and Informaon Office to build public understanding of informaon or news published through social media..The conclusion is diskominfo Bogor city conducts several strategies of draing messages that are informave and persuasive to manage COVID-19 data uploaded to social media. However, there are sll weaknesses in the COVID-19 data that makes people sll unable to read the contents of messages from COVID-19 data uploaded through social media Diskominfo Bogor City.
Informasi Kinerja Pemerintah Daerah di Media Online Nur Imroatus Sholikhah
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.67745

Abstract

Digital era is characterized by a rapid growing information, one of them is online media. Despite many criticisms regarding journalistic ethic and the value of its news, online media is still considered as a trustworthy information resources compared to other means which are unattached to journalistic ethic. The need of people towards information from online media, especially associated with public local information, one of them is the local government performance (Pemda). This study focuses on potential of online media as a reliable information resource of government accomplishment by identifying a consistent content about local government presenting in the news, how to connect one information to another and build public knowledge towards local government implementation. The method of study using quantitative analysis and data retrieval by machine extraction – Data Intelligence Media Management (IMA). The result demonstrates that there are two kinds of information presented by online media which are regional information performance and facts concerning government performance, through OPD information and government officials. Information on regional performance has greater exposure rather than information on government performance; tends to be dominated by crisis and performance information related to the interests of non-local governments. Meanwhile, government information tends to be dominated by the performance of regional heads compared to other local government officials. On the other side, the focus of OPD performance information tends to follow regional news trends. This trend is largely due to indicators of the dissemination of information on local government performance through information dissemination strategies. 
Strategi Redaksi Catch Me Up! Dalam Menghadapi Persaingan Industri Media Online Aaron Reghanada Prasetyawibowo; Ni Made Ras Amanda Gelgel; I Gusti Agung Alit Suryawati
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.67944

Abstract

Catch Me Up! is a pioneering online media that has innovation through daily newsletters. In addition, the language features brought by Catch Me Up! using everyday Indonesian which is used by many millennial generations. This study aims to determine how the implementation of the Catch Me Up! in the face of competition in the online media industry. This research is reviewed based on the application of media management and editorial strategies used using 4 management functions of George R Terry with implementation of actuating process from Tommy Suprapto. To describe it, this research uses qualitative research methods. Primary data was obtained based on the results of in-depth interviews with 2 key-informants, while secondary data was obtained from the study of literature. The results of this study show the editorial strategy of Catch Me Up! included in the implementation stage. Analysis of the functions of planning, organizing, actuating and controlling shows Catch Me Up! has an editorial strategy in facing the online media industry competition, namely by making a daily newsletter using everyday language that is easily understood by the public. Everything is done through editorial management so that the quality of the content produced is in accordance with the standards.
Pengaruh Kredibilitas, Kualitas Pendekatan Emosional, Dan Kualitas Isi Pesan Terhadap Efektivitas Kampanye “Love Myself” Antonia Meme
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.68217

Abstract

A successful social campaign was created from elements such a specific targeted audience, campaign messages, developed theory of change, and use a proper communicator. The elements formulated in the rhetoric theory: credibility, emotions, messages. The elements were conducted in a campaign called “Love Myself” by BTS, a K-pop group. This study was conducted to figure out the effect of credibility, the quality of the emotional approach, and the quality of the messages from K-pop group BTS on the effectiveness of the campaign “Love Myself”. This study uses a rhetoric theory that focuses on the aspects of ethos (credibility), pathos (emotions), and logos (logic). This study uses a survey method, especially an online questionnaire. Non-probability sampling is a sampling technique where not every population has a chance to become a sample. Quota sampling where the quota set first by the researcher. The population is total followers of Twitter account @armyindonesiaa2 and the number of sampling, 395. The analysis technique uses path analysis. The result presents the final model where six relation variables are not significant. Based on the test model, the final model is no longer suitable for use as a research model compared to the hypothetical model. The largest  total effect result, forming from variable effectiveness of the campaign “Love Myself”. The process of this research concluded that the credibility and emotional approach of K-pop group BTS has no contribution to the effectiveness of the campaign “Love Myself”.