LAYANAN GOFOOD DAN SIMULASI KONSUMSI DALAM PERSPEKTIF HIPERREALITAS JEAN BAUDRILLARD
ANGELIUS SANGAP ARITONANG, 3. Dr. Supartiningsih,S.S., M.Hum ; Dr. Ahmad Zubaidi, M.Si.
2025 | Skripsi | ILMU FILSAFAT
Skripsi yang
berjudul “Layanan GoFood dan Simulasi Konsumsi dalam Perspektif Hiperrealitas
Jean Baudrillard” ini membahas fenomena konsumsi makanan digital melalui
layanan GoFood dalam konteks masyarakat kontemporer yang semakin terdorong oleh
citra dan representasi, dalam ranah filsafat sosial. Latar belakang dari
penelitian ini berangkat dari fenomena di mana konsumen sering kali menentukan
pilihan berdasarkan tampilan visual dan ulasan digital, bukan lagi dari
pengalaman langsung terhadap makanan tersebut. Dengan menggunakan pendekatan
teoretis Jean Baudrillard, penelitian ini bertujuan untuk menelaah bagaimana
simulasi konsumsi dalam layanan GoFood membentuk pengalaman konsumen yang tidak
lagi merujuk pada realitas makanan itu sendiri, melainkan pada representasi dan
tanda yang diciptakan oleh sistem digital.
Penelitian ini
merupakan studi kualitatif bidang filsafat. Pengumpulan data dilakukan melalui
studi pustaka yang mencakup buku, jurnal, dan artikel relevan, serta wawancara
mendalam melalui penyebaran daftar pertanyaan terbuka secara daring kepada
informan yang merupakan pengguna layanan GoFood. Proses wawancara dilakukan
melalui video call atau Zoom, dengan pertanyaan yang dilontarkan secara
langsung dalam format terbuka, sehingga memungkinkan informan merespons secara
reflektif dan mendalam. Data yang diperoleh kemudian dianalisis dengan menggunakan
metode hermeneutika filsafat dengan unsur unsur metodis: deskripsi,
interpretasi, dan refleksi kritis untuk memahami bagaimana GoFood beroperasi
dalam ranah simulasi dan bagaimana konsumen berinteraksi dengan tanda-tanda
makanan yang dihasilkan.
This
research, titled “GoFood Service and Consumption Simulation in the Perspective
of Jean Baudrillard’s Hyperreality,” explores the phenomenon of digital food
consumption through the GoFood service within the context of contemporary
society, in the field of social philosophy, increasingly driven by imagery and
representation. The background of this study stems from the phenomenon in which
consumers often make choices based on visual appearance and digital reviews,
rather than direct experience with the food itself. Using Jean Baudrillard’s
theoretical approach, this research aims to examine how consumption simulation
within the GoFood service shapes consumer experiences that no longer refer to
the reality of the food itself, but rather to representations and signs
produced by the digital system.
This
research is a qualitative study in the field of philosophy. Data collection was
conducted through a literature review that includes books, journals, and
relevant articles, as well as in-depth interviews carried out by distributing
open-ended questions online to informants who are users of the GoFood service.
The interview process was conducted via video call or Zoom, with questions
posed directly in an open-ended format, allowing informants to respond
reflectively and in depth. The collected data were then analyzed using the
philosophical hermeneutic method, involving methodological elements such as
description, interpretation, and critical reflection, in order to understand
how GoFood operates within the realm of simulation and how consumers interact
with the food-related signs it generates.
The
findings of this study consist of two main points. First, the GoFood service
shapes consumption experiences that are no longer based on biological needs,
but rather on the simulation of signs constructed through food imagery,
consumer reviews, and digital marketing strategies. In the context of Jean Baudrillard’s
theory, this indicates that the process of consumption within GoFood has
entered the stage of simulation, where what is consumed is not the real food as
a physical object, but a digital representation symbolizing “pleasure.” Second,
food representations in the GoFood application create a state of hyperreality,
where the boundaries between the real and the simulated become blurred.
Consumers engage in consumption experiences shaped more by symbolic
expectations than by the actual substance of the food, as explained by
Baudrillard in his analysis of consumption and simulacra.
Kata Kunci : layanan GoFood, hiperrealitas, konsumtivisme, simulasi tanda, representasi makanan