scholarly journals Game of Thrones -pelin Let's Play -videot ja populaarikulttuurin vastaanotto esityksenä

2019 ◽  
Vol 32 (3) ◽  
pp. 7-25
Author(s):  
Raine Koskimaa

Suositun Valtaistuinpeli (Game of Thrones) -tv-sarjan myötä George R. R. Martinin Tulen ja jään laulu -kirjasarjaan perustuvasta transmediauniversumista on tullut ilmiö, jolla on faneja huomattavasti laajemmin kuin vain fantasiaharrastajien piirissä. Tässä artikkelissa pyrin selvittämään tapoja, joilla ihmiset kokevat Valtaistuinpelin maailman, hahmot ja tapahtumat, ja sitä, miten he niitä tulkitsevat ja suhteuttavat omaan elämänkokemukseensa. Hypoteesina on, että Let’s Play -videot tarjoavat hedelmällisen aineiston pelien ja yleisemmin populaarikulttuurin synnyttämien kokemusten tarkasteluun.Tutkimusmenetelmänäni on Game of Thrones -videopelistä tehtyjen Let’s Play -videoiden analysointi erityisesti pelaaja-kertojan esiintymiseen keskittyen. Tutkimuksen aineisto on koottu satunnaisotantana kahdelta eri videonjakoalustalta (Twitch, Youtube). Ääniraidalla pelaaja-kertojat ensisijaisesti sanallistavat ruudulla näkyviä tapahtumia ja käyttävät runsaasti aikaa myös pelin edellyttämien moraalisten valintojen pohtimiseen ja selittämiseen. Videoissa on myös tärkeässä roolissa pelaaja-kertojien tunnereaktioiden esittäminen, mikä korostaa Let’s Play -videoiden performatiivista luonnetta. Let’s Play -videot tarjoavat tavan sekä esittää että kasvattaa fanikulttuurista pääomaa. Let’s Play -videoiden kautta pelaaja-kertojat osallistuvat fandomin aineettomaan vaihdantaan, tuoden oman panoksensa Valtaistuinpelin universumiin. Game of Thrones -pelin Let’s Play -videoissa pohdinta keskittyy moraalisiin valintoihin. Videot avaavat näkymän pelaaja-kertojien yksityiseen vastaanottoprosessiin ja sen aikana tapahtuvaan joustavaan erilaisten moraalikoodistojen limittymiseen. Let’s Play -videot näyttävät tarjoavan faniuden esittämiselle uudenlaisen alustan, jossa intiimi vastaanoton hetki voidaan tuottaa yhteisölliseksi kokemukseksi.   Game of Thrones Let’s Play Videos and the Reception of Popular Culture as Performance The highly popular TV series Game of Thrones has made the transmedia universe originally based on George R. R. Martin’s novel cycle The Song of Ice and Fire into a phenomenon, which has gained fans from much wider audience than fantasy fandom. In this article, I look at the ways how people experience the world, characters, and events of the Game of Thrones, and how they interpret these and relate them to their own lives. I take it as my hypothesis that Let’s Play videos provide fruitful material for scrutinizing the experiences evoked by video games, and more generally, by popular culture productions. My research method consists of analyzing Let’s Play videos based on the Game of Thrones videogame (Telltale 2014–15), focusing especially on the performance of the player-narrators. The data set of this research was sampled from two online video publication platforms (Twitch, Youtube). On the audio track the player-narrators mainly verbalize things happening on the screen while playing Game of Thrones, and they also extensively dwell in the reflections and explanations regarding moral choices prompted by the game. Showing off emotional responses of the player-narrators plays an important role, too, which emphasizes the performative aspect of Let’s Play videos. Let’s Play videos provide a way to show and increase one’s fancultural capital. Through publishing Let’s Play videos the player-narrators participate in the immaterial exchange economy of fandom, by contributing their share into the Game of Thrones universe. In the Game of Thrones Let’s Play videos the reflection focuses on moral choices. These videos open up views to private reception processes of the player-narrators, and to the flexible shifts and overlaps between various moral codes during these processes. Let’s Play videos seem to offer a new kind of platform to perform one’s fan activities, in which the intimate moment of reception may be opened up to a communal experience.

IZUMI ◽  
2021 ◽  
Vol 10 (2) ◽  
pp. 328-337
Author(s):  
Risa Yuliani ◽  
R.M. Mulyadi ◽  
M. Adji

Anime as Japanese popular culture has been successfully consumed by mass in many countries. It indicates that Japan's strategy to make anime one of its soft power has been successfully accepted by the world community. In Indonesia, since anime entered the television, the enthusiasm given by the community has been good and positive. Anime is liked by various circles, especially children, even today. Ufo Baby is one of the shows on RCTI, even though it's not as global as Doraemon, for example, but apart from an interesting storyline, this anime also incorporates many elements of Japanese culture. The aim of this study is to explain the soft power of Japan in Indonesia on anime entitled “Ufo Baby”. The research method uses a qualitative approach with interpretive analysis. The researched part is scenes from anime that contain cultural elements. The approach used is John Storey's cultural theory and Nye Joseph's theory of soft power. Data collection was conducted to examine the influence of Japanese culture on Indonesian society by using interview techniques. The results of this study reveal that in the Ufo Baby anime there are elements of soft power culture used by Japan. From the results of research, the culture shown in anime has an influence on Indonesian society marked by the community's participation in celebrating traditional Japanese festivals and the discovery of many typical Japanese goods sold in local shops.


Politics ◽  
2016 ◽  
Vol 37 (1) ◽  
pp. 5-18 ◽  
Author(s):  
William Clapton ◽  
Laura J Shepherd

People learn about global politics not (solely or even mostly) from conventional teaching in the discipline of International Relations (IR) but from popular culture. We use the television series Game of Thrones to expand upon this premise. We show how representations of the gendered foundations of political authority can be found in popular culture in ways that challenge the division of such knowledge in IR. Game of Thrones and other cultural texts potentially enable different ways of thinking about the world that subvert both the disciplinary mechanisms that divide up knowledge and the related marginalisation of various knowledge claims.


1994 ◽  
Vol 144 ◽  
pp. 139-141 ◽  
Author(s):  
J. Rybák ◽  
V. Rušin ◽  
M. Rybanský

AbstractFe XIV 530.3 nm coronal emission line observations have been used for the estimation of the green solar corona rotation. A homogeneous data set, created from measurements of the world-wide coronagraphic network, has been examined with a help of correlation analysis to reveal the averaged synodic rotation period as a function of latitude and time over the epoch from 1947 to 1991.The values of the synodic rotation period obtained for this epoch for the whole range of latitudes and a latitude band ±30° are 27.52±0.12 days and 26.95±0.21 days, resp. A differential rotation of green solar corona, with local period maxima around ±60° and minimum of the rotation period at the equator, was confirmed. No clear cyclic variation of the rotation has been found for examinated epoch but some monotonic trends for some time intervals are presented.A detailed investigation of the original data and their correlation functions has shown that an existence of sufficiently reliable tracers is not evident for the whole set of examinated data. This should be taken into account in future more precise estimations of the green corona rotation period.


2020 ◽  
Vol 5 (3) ◽  
pp. 227-248
Author(s):  
Asep Saepul Malik

Kegiatan dakwah ialah suatu aktivitas yang mendorong umat manusia untuk memperkuat keyakinannya kepada Allah SWT dan agar umat yang belum memeluk ajaran Islam juga dapat memeluk ajaran agama Islam dengan menggunakan cara yang bijaksana melalui materi ajaran syariat Islam, supaya mereka mendapatkan kebahagiaan di dunia dan di akhirat. Pengajian pasaran kitab al-Hikam ialah suatu kegiatan dakwah yang di pimpin langsung oleh sesepuh pondok pesantren azzayniyyah ialah KH. Aang Abdullah Zein. Pengajian kitab al-Hikam ini di dalamnya membahas tentang permasalahan kehidupan manusia seperti masalah hati (qolbu), akhlak, iman, dan Islam. Tujuan dari penelitian ini ialah untuk mengetahui penyampayan dakwah melalui pengajian pasaran kitab al-Hikam di pondok pesantren azzayniyyah dan untuk mengetahui pesan-pesan dakwah yang ada di dalam kitab al-Hikam. Landasan teori yang digunakan ialah teori M. Munir tentang dakwah bil-Lisan al-Hal. Metode penelitian ini menggunakan deskriptif, ialah dengan menggambarkan keadaan sebenarnya melalui pengumpulan data yang dilakukan dengan menggunakan teknik wawancara, dokumentasi, dan kepustakaan. Hasil penelitian ini menunjukan bahwa dakwah melalui pengajian pasaran kitab al-Hikam yang di lakukan oleh KH. Aang Abdullah Zein di anggap cukup berhasil, karena jamaah memberikan respon yang baik atau positif dan jamaah yang hadir setiap bulan slalu meningkat atau lebih banyak.Da'wah activity is an activity that encourages mankind to strengthen his belief in Allah SWT and so that people who have not embraced the teachings of Islam can also embrace the teachings of Islam by using a wise way through Islamic teaching material, so that they get happiness in the world and the hereafter. Study of the market of the book al-Hikam is a missionary activity led directly by the azzayniyyah boarding school elders is KH. Aang Abdullah Zein. This study of al-Hikam in it discusses the problems of human life such as the problem of the heart (qolbu), morals, faith, and Islam.  Thep of this study is to determine the delivery of da'wah through the study of the market of the book al-Hikam in azzayniyyah boarding school and to find out the messages of da'wah in the book of al-Hikam. The cornerstone of the theory used is M. Munir's theory about the da'wah bil-Lisan al-Hal. This research method uses descriptive, is to describe the actual situation through data collection conducted using interview techniques, documentation, and literature. The results of this study indicate that preaching through the study of the book market al-Hikam conducted by KH. Aang Abdullah Zein was considered quite successful, because worshipers gave good or positive responses and worshipers who were present every month always increased or more.


2019 ◽  
Vol 7 (8) ◽  
pp. 12
Author(s):  
Kunal Debnath

High culture is a collection of ideologies, beliefs, thoughts, trends, practices and works-- intellectual or creative-- that is intended for refined, cultured and educated elite people. Low culture is the culture of the common people and the mass. Popular culture is something that is always, most importantly, related to everyday average people and their experiences of the world; it is urban, changing and consumeristic in nature. Folk culture is the culture of preindustrial (premarket, precommodity) communities.


Metahumaniora ◽  
2017 ◽  
Vol 7 (3) ◽  
pp. 293
Author(s):  
Tania Intan

AbstrakSecara alamiah, manusia membutuhkan sarana untuk mengisi waktu luangnyasetelah bekerja keras. Satu media yang murah, mudah dijangkau, dan digemari oleh semuakalangan di seluruh dunia adalah cerita bergambar atau komik yang merupakan bagiandari budaya populer. Pada umumnya, karya paraliteratur-visual ini memang bersifat fiktifdan hanya merupakan peniruan dari kenyataan yang digambarkan secara berlebihan(grotesque). Namun demikian, di dalam komik, sering ditemukan nilai-nilai kehidupanyang bersifat universal dan abadi sehingga dianggap layak sebagai bahan kajian budaya.Naruto, salah satu manga Jepang, dan Astérix, bande dessinée dari Prancis, akan ditelitisebagai representasi dunia Timur dan Barat. Latar sebagai unsur struktural dalam karyakaryafiksi ini ternyata juga menunjukkan kesamaan mendasar, yaitu keberadaan desasebagai tempat hidup para tokohnya. Dalam tulisan ini, akan dibahas pemaknaan lainterhadap lingkungan rural tersebut, yang memiliki andil dalam pembentukan karakterpara tokoh dari kedua komik. Metode kajian komparasi budaya akan digunakan denganpenerapan teori-teori yang relevan. Penelitian singkat ini bertujuan untuk melengkapistudi mengenai komik yang belum banyak dilakukan di Indonesia.Kata kunci: Desa, komik, Naruto, Astérix, Komparasi BudayaAbstractNaturally, humans need a way to fill their spare time after working hard. Acheap, accessible and popular medium by all circles around the world is a picture or comicstory, which is part of popular culture. McCloud (1993:7) defines comics as drawings andembossed symbols in a particular order, aimed at providing information or achievingaesthetic responses from the reader. In general, this visual-paraliterature work isindeed fictitious and merely an imitation of grotesque reality. However, in the comics, itis often found that values of life that are universal and eternal so comics are consideredappropriate as a material of cultural studies. Naruto, one of the Japanese manga, andAstérix, the bande dessinée of France, are examined as a representation of the East andWest. The background as a structural element in these works of fiction also shows the basicsimilarity of the existence of the village as the place of life of the characters. According toKartohadikoesoemo (1984:16), the village is a legal entity, in which a ruling society livesits own government. In this paper, other meanings of the rural environment, which hascontributed in the character formation of the characters from both comics are discussed.The method of cultural comparative is used with the application of relevant theories. Thisbrief study aims to complete the study of comics which is still very limited in Indonesia.Keywords: Village, Comic, Naruto, Astérix, Cultural Comparison


2018 ◽  
Vol 1 (1) ◽  
pp. 29-40
Author(s):  
Novita Novita ◽  
Damar Aji Irawan ◽  
Benyamin Suwitorahardjo

The biggest challenge faced by students nowadays and in the future, is how to deal with the increasingly high competition in the world, the increasing number of undergraduate and limited job opportunities. In this kind of situations, the students had to find a creative way and change the approach of being a university graduate looking for a job, to become scholars who can create their own jobs, or even able to create jobs for others. The purpose of this study was to determine the youth interest on entrepreneurship in Indonesia. It seems that the youth are unaware to see that the job is increasingly difficult to find nowadays. So through this study, researchers wanted to find out what causes youth in Indonesia, reluctant to become an entrepreneur. While being an entrepreneur, the youth can open or create jobs for others and can reduce the level of unemployment in Indonesia. Self-confidence is an important factor in entrepreneurship. Family environment and quality education also participate in creating interest for youth in entrepreneurship. This research is using basic research method; where researchers will try to link the theories of the existing variables. Thus, researchers can conduct research by distributing questionnaires to the youth throughout Indonesia. This study aims to determine the cause of Indonesian youth lack of interest in entrepreneurship.


2020 ◽  
Vol 8 (1) ◽  
pp. 96-104
Author(s):  
Yeremia Yori Rudito ◽  
Anita

Burger King is the one of the most successful fast food restaurant in the world. According to Wikipedia, there are 17,796 locations of Burger King all over the world in 2018. Burger King also has its Instagram account. Now this account has been followed by 1,6 million people and has posted 938 posts. That statistic shows that Burger King is active in social media especially in Instagram platform. The writer see the indication of the using of Persuasive Strategies because in promoting their product. In this research the writer wants to know the persuasive strategies that applied in Burger King’s Instagram post caption and the most used strategy. This research applied Qualitative Method as research method. This research has two findings, first, there are 13 strategies that appear in Burger King’s Instagram post caption they are, Anecdote, Assonance, Cliché, Connotation, Evidence, Everyday/Colloquial Language, Hyperbole, Imagery, Inclusive Language, Pun, Repetition, Rhetorical Question, and Simile. Second, the most used strategy is Everyday/Colloquial Language.


Author(s):  
Michael W. Pratt ◽  
M. Kyle Matsuba

Chapter 6 reviews research on the topic of vocational/occupational development in relation to the McAdams and Pals tripartite personality framework of traits, goals, and life stories. Distinctions between types of motivations for the work role (as a job, career, or calling) are particularly highlighted. The authors then turn to research from the Futures Study on work motivations and their links to personality traits, identity, generativity, and the life story, drawing on analyses and quotes from the data set. To illustrate the key concepts from this vocation chapter, the authors end with a case study on Charles Darwin’s pivotal turning point, his round-the-world voyage as naturalist for the HMS Beagle. Darwin was an emerging adult in his 20s at the time, and we highlight the role of this journey as a turning point in his adult vocational development.


2021 ◽  
Vol 7 (2) ◽  
pp. 205630512110088
Author(s):  
Colin Agur ◽  
Lanhuizi Gan

Scholars have recognized emotion as an increasingly important element in the reception and retransmission of online information. In the United States, because of existing differences in ideology, among both audiences and producers of news stories, political issues are prone to spark considerable emotional responses online. While much research has explored emotional responses during election campaigns, this study focuses on the role of online emotion in social media posts related to day-to-day governance in between election periods. Specifically, this study takes the 2018–2019 government shutdown as its subject of investigation. The data set shows the prominence of journalistic and political figures in leading the discussion of news stories, the nuance of emotions employed in the news frames, and the choice of pro-attitudinal news sharing.


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