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Analisis Resepsi Serial Vidio Game Grand Theft Auto

JIWANDONO, Haryo Pambuko, Andrian Indro Yuwono

2014 | Skripsi | Ilmu Komunikasi

Abstracts Nowadays, video games are of the same importance with older and more distributed medias like film, television, and FM radio. Often misconstrued as "child’s play", video game is a rapidly growing media with more innovation each time. Video games have rivaled films as storytelling medium, and in term of sales figures. Most recently, Grand Theft Auto V (GTA V); the newest addition to the critically and financially acclaimed video game series, produced 800 million US Dollars from its first 24-hour sales. Making it the biggest launch in entertainment history. Three days later, the figures went up to one billion US Dollars. This alongside the acclaim it gets from many video game critics has made Grand Theft Auto one of the most successful video game series of all time The main question of this research is how do the players interpret and reproduce the messages that they receive from playing Grand Theft Auto. Video game players are pretty unique compared to conventional media audiences due to the fact that they actively interact with the text instead of passively absorb it. Thus, the chance of interpretation and reproduction to happen is inherently bigger. The audiences who have these two traits are classified as active audiences and will be the subjects of this research For the reception process to happen, active audience must have good understanding of the text which its message they're about to interpret and reproduce. Those two processes entirely depend on the experiences and backgrounds of the subjects. With that being said, the results are very subjective and unpredictable. keywords: "video game", "reception", "interpretation", "reproduce", "active audience"

Kata Kunci : Permainan Elektronik


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