Representasi isu kekerasan pada video game “troublemakerâ€
Pembimbing 3 : Rizki Dwi Hapsoro
Subyek : Violence in video games;Narrative art
Penerbit : FSRD - Usakti
Kota Terbit : Jakarta
Tahun Terbit : 2025
Pembimbing 1 : Elda Franzia Jasjfi
Pembimbing 2 : Acep Iwan Saidi
Kata Kunci : game, Charles Sanders peirce's semiotics, representation, video game, violence Issues, visual narrat
Status Posting : Published
Status : Lengkap
| No. | Nama File | Hal. | Link |
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| 1. | 2025_TS_MDP_191212300007_Halaman-Judul.pdf | 16 |
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| 2. | 2025_TS_MDP_191212300007_Surat-Pernyataan-Revisi-Terakhir.pdf | 1 | |
| 3. | 2025_TS_MDP_191212300007_Surat-Hasil-Similaritas.pdf | 1 | |
| 4. | 2025_TS_MDP_191212300007_Halaman-Pernyataan-Persetujuan-Publikasi-Tugas-Akhir-untuk-Kepentingan-Akademis.pdf | 1 | |
| 5. | 2025_TS_MDP_191212300007_Lembar-Pengesahan.pdf | 1 | |
| 6. | 2025_TS_MDP_191212300007_Pernyataan-Orisinalitas.pdf | 1 | |
| 7. | 2025_TS_MDP_191212300007_Formulir-Persetujuan-Publikasi-Karya-Ilmiah.pdf | 1 | |
| 8. | 2025_TS_MDP_191212300007_Bab-1.pdf | 6 | |
| 9. | 2025_TS_MDP_191212300007_Bab-2.pdf |
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| 10. | 2025_TS_MDP_191212300007_Bab-3.pdf | 4 |
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| 11. | 2025_TS_MDP_191212300007_Bab-4.pdf | 91 |
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| 12. | 2025_TS_MDP_191212300007_Bab-5.pdf | 2 | |
| 13. | 2025_TS_MDP_191212300007_Daftar-Pustaka.pdf | 7 | |
| 14. | 2025_TS_MDP_191212300007_Lampiran.pdf | 1 |
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G Game pada saat ini telah mengalami kemajuan, di mana bukan sebagai media hiburan semata. tetapi bisa menampilkan cerita visual berupa konflik sosial masyarakat. sebagai contoh bentuk konflik yang terjadi di masyarakat berupa bentuk perilaku kekerasan. penelitian ini bertujuan untuk menganalisis representasi isu kekerasan dalam video game “troublemaker†karya gamecom team studio indonesia, dengan menggunakan pendekatan semiotika charles sanders peirce. dalam konteks budaya urban, “troublemaker†tidak hanya berfungsi sebagai media hiburan, tetapi juga merefleksikan realitas sosial masyarakat, termasuk ketimpangan, perundungan, dan bentuk-bentuk dominasi struktural yang dialami pelajar. metode penelitian yang digunakan adalah kualitatif deskriptif dengan pendekatan semiotika triadik peirce, yaitu ikon, indeks, dan simbol, serta interpretant berupa rheme, dicent, dan argument. melalui analisis visual dan naratif terhadap adegan-adegan kekerasan dalam game, ditemukan bahwa kekerasan yang ditampilkan tidak sekadar sebagai elemen gameplay, tetapi sebagai simbol perlawanan terhadap ketidakadilan sosial. hasil penelitian menunjukkan bahwa game “troublemaker†membentuk struktur naratif yang sarat makna, di mana kekerasan ditampilkan secara simbolik untuk mengungkap kondisi sosial budaya masyarakat urban. pemain game secara tidak langsung terlibat dalam konstruksi makna tersebut melalui proses interpretasi. dengan demikian, video game ini berkontribusi terhadap wacana tentang kekerasan, identitas, dan budaya pop urban dalam media digital.
T Today, game have undergone significant development, no longer serving solely as a medium of entertainment. they are now capable of presenting visual narratives that depict social conflicts within society. one such conflict is the manifestation of violent behavior. this study aims to analyze the representation of violence issues in the video game “troublemaker†by gamecom team studio indonesia, using charles sanders peirce\\\'s semiotic approach. in the context of urban culture, “troublemaker†functions not only as a form of entertainment but also as a reflection of social realities, including inequality, bullying, and structural domination experienced by students. this research employs a descriptive qualitative method using peirce’s triadic semiotics, icon, index, and symbol as well as interpretants in the form of rheme, dicent, and argument. through visual and narrative analysis of violent scenes in the game, it was found that violence is not merely a gameplay element, but serves as a symbol of resistance against social injustice. the results show that “troublemaker†constructs a narrative structure rich in meaning, in which violence is symbolically portrayed to reveal the socio-cultural conditions of urban society. players are indirectly involved in constructing these meanings through the process of interpretation. thus, this video game contributes to the discourse on violence, identity, and urban pop culture within digital media.