Abstract

This study aims to understand how teenagers know their meaning of pornographic content in the game Dragon Age and The Witcher and understand how this player reproduces the message received. This research used qualitative research methods with the ethnography method. The research subjects consisted of 2 gamers who have different backgrounds on the condition of owning or frequently playing games with pornographic content. The two subjects selected according to criteria, including those who have been playing video games for a long time, are over 18 years old and have free access to video games. The position of each informant in this study shows that they are in the position of negotiated readers. Although both informants actively received pornographic messages in the game, both informants negotiated the meaning of what was received. Each informant negotiates to mean based on their respective fields of reference.

Highlights

  • Today’s digital games don’t must a sexual theme to drawing pornography

  • Game content with this theme can be found in Indonesia, but for it is quite difficult to know the number of copies or players accurately, considering Indonesia as a country where people still use pirated devices to play games

  • The two informants are men who have grown up, one of whom already has a wife and one child, while Leo will plan to get married this year, where both informants are considered capable of constructing a message more openly. Researchers saw that both informants were actively accessing pornographic game content and had more efforts to obtain the desired pornographic content in the game

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Summary

Introduction

Many popular games currently in circulation have pornographic content. The existence of sexual or pornographic content can be packaged in such a way that it becomes a part that adds ‘value’ to a game. Game content with this theme can be found in Indonesia, but for it is quite difficult to know the number of copies or players accurately, considering Indonesia as a country where people still use pirated devices to play games. Assuming that the number of gamers in Indonesia in 2017, as many as 263 million people, it can be said that more than 20% of Indonesia’s population is digital game players

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