IDENTITAS BUDAYA NASIONAL PADA GAME NUSANTARA ONLINE

DOI: https://doi.org/10.21070/kanal.v1i1.324

Author (s)


(1) * Harli Brata Wardhana   (Program Studi Ilmu Komunikasi FISIP - Universitas Muhammadiyah Sidoarjo)  
        Indonesia
(2)  Didik Hariyanto   (Program Studi Ilmu Komunikasi FISIP- Universitas Muhammadiyah Sidoarjo)
(*) Corresponding Author

Abstract


Game Nusantara Online is the only online game that lifted the Indonesian culture hey day empires that ever existed and is the only original online games domestically-made. So it is not surprising that this game displays various types of display depicting national cultural identity in the game. The method used in analyzing was John Fiske the semiotics (semiology) through three tiers level, reality, representation, and ideology in the opening game in the form of nondialogue short film, but it was also analyzed in the game play in game logo, the cast of characters, and missions “Timun Mas”. Further analysis was based on the study of literature and other supporting data to determinenational cultural identity. After doing research on the game Nusantara Online, it was found that
national cultural identity displayed on the level of reality by visualizing typical clothing and accessories of Indonesia empire at that time, the use of the name on the cast of characters that has its own story and has become the local culture, including Hayam Wuruk, Elephant Mada, and others. Visualization of social life, such as religious rituals Bendrong Dimples and Bali, and incorporate folklore or legends in the game missions. While the level of representation, the camera technique is used so that the details of the national cultural identity clearly visible on the clothing motif and shape of the building. The ideology that displayed the Nusantara Online games are games that have cultural values and history of Nusantara (Indonesia).


Keywords

semiotics; cultural identity; Nusantara Online Game; semiotik; identitas kebudayaan; Game Nusantara Online



Full Text: PDF



References


Christomy, Tommy, Yuwono, Untun. 2004. Semiotika Budaya. Pusat Penelitian Kemasyarakatan dan Budaya Universitas Indonesia, Depok.

Littlejohn, Stephen W. 1999. Theories Of Human Communication. Wadsworth Publishing Company, London.

Mulyana, D.dan Rakhmat, J. 2005, Komunikasi Antarbudaya. PT Remaja Rosdakarya, Bandung.

Ranjabar, J. 2006. Sistem Sosial Budaya Indonesia Suatu Pengantar. Ghalia Indonesia.

Sobur,A. 2003. Semiotika Komunikasi. PT Remaja Rosdakarya, Bandung. Aplikasi Game Nusantara Online, (URL: http://nusol.gameseru.co.id), (diakses pada tanggal 21 Februari 2012, pukul. 21.15).


Article View

Abstract views : 343 times | PDF files viewed : 174 times

Dimensions, PlumX, and Google Scholar Metrics

10.21070/kanal.v1i1.324


Refbacks

  • There are currently no refbacks.


Copyright (c) 2012 KANAL: Jurnal Ilmu Komunikasi

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.