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Contact Name
Muhammad Zainal Muttaqien
Contact Email
mz.muttaqien@staff.uinsaid.ac.id
Phone
+6281328222467
Journal Mail Official
jurnal.mahakarya@uinsaid.ac.id
Editorial Address
Fakultas Adab dan Bahasa UIN Raden Mas Said Surakarta Jl. Pandawa, Pucangan, Kartasura Sukoharjo 57168, Jawa Tengah
Location
Kab. sukoharjo,
Jawa tengah
INDONESIA
Mahakarya: Students' Journal of Cultural Sciences
ISSN : 27980987     EISSN : 27980960     DOI : https://doi.org/10.22515/mjmib
Core Subject : Education,
Mahakarya: Jurnal Mahasiswa Ilmu Budaya merupakan media bagi mahasiswa untuk mempublikasikan gagasan dan hasil penelitian pada bidang ilmu budaya--seperti ilmu bahasa, sastra, dan sejarah berikut pengajarannya. Jurnal Mahakarya diterbitkan oleh Fakultas Adab dan Bahasa UIN Raden Mas Said Surakarta sebanyak dua kali dalam setahun pada bulan Juni dan Desember dengan menyajikan sebanyak minimal lima artikel pada tiap edisi. Jurnal Mahakarya terbuka bagi seluruh mahasiswa--baik dari progam sarjana, magister, maupun doktoral--yang sedang mempelajari dan hendak mengembangkan ilmu budaya melalui publikasi karya ilmiah dalam bentuk artikel jurnal.
Articles 1 Documents
Search results for , issue "vol. 7 no. 2 (2026)" : 1 Documents clear
GENOMIC INTERACTIONS IN SKY: CHILDREN OF THE LIGHT VIDEO GAME Hanifa Oktavia Salsabila; Diva Salsabila Septi Dewantari; Dzulfiqar Faris Al-faruq; Malika Ghania Gunawan
Mahakarya: Jurnal Mahasiswa Ilmu Budaya Vol. 7 No. 2 (2026)
Publisher : IAIN Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/msjcs.v7i2.13118

Abstract

This study investigates how avatar-mediated communication is structured and negotiated in digital game environments. Focusing on Sky: Children of the Light, this study examines genomic interactions through different avatar types that shape communication patterns. Grounded in Prosthetic Communication Ethnography, avatars are understood as prosthetic selves that mediate interaction through both verbal and non-verbal means. Using a descriptive qualitative approach with Spradley's ethnographic analysis, data were collected through non-participant observation, in-game screenshots, and gameplay videos. Findings reveal three avatar types, gamer-centric, game-centric, and gaming-centric, each corresponding to distinct genomic interaction patterns, free, restrictive, and progressive communication, respectively. Gamer-centric avatars enable player-driven non-verbal expression; game-centric avatars operate under system-controlled restrictions; and gaming-centric avatars unlock communication progressively through social bonding mechanics. These findings show that communication in the game is shaped by the interaction between player agency, system design, and social relationships, providing empirical insight into how genomic interaction operates within a system-mediated communication environment.

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