Academic literature on the topic 'Simulacra Dan Hyperreality'

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Journal articles on the topic "Simulacra Dan Hyperreality"

1

Wardhana, Anak Agung Ngurah Agung Suryadipta. "Hiperrealitas dalam Permainan Video Daring: Simulasi, Simulakra, dan Hiperrealitas Garena Free Fire." PERSPEKTIF 11, no. 2 (2022): 607–14. http://dx.doi.org/10.31289/perspektif.v11i2.6011.

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The aim of this article is to dissect the hyperreality side of the online video game Free Fire. Hyperreality can be seen from the war simulations contained in the course of the game, the weapons used, the selected characters that players can use, to the virtual world that becomes the battle arena. This article uses Jean Baudrillard's hyperreality concept which can show the sides of the game that make up the hyperreality conditions of the players, so that players can no longer distinguish between reality and the artificial. With a qualitative approach, this article explores and understands the
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Chairani, Dessita, and Ressi Dwiana. "ANALISIS FRAMING, SIMULASI POLITIK, DAN HIPERREALITAS DALAM KARIKATUR NAWADOSA JOKOWI PADA EDISI KHUSUS TEMPO.CO JULI 2024." Jurnal Netnografi Komunikasi 4, no. 1 (2025): 40–60. https://doi.org/10.59408/jnk.v4i1.88.

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This study examines how Tempo's special edition "Nawadosa Jokowi" frames President Joko Widodo using Jean Baudrillard’s concepts of simulacra and hyperreality, alongside Robert Entman’s framing analysis. Employing a qualitative approach, the study analyzes the visual representation in the caricature to understand its impact on public perception of Jokowi’s leadership. The findings show that the caricature constructs a symbol of broader political failure, framing his leadership as a regression of democracy. The application of simulacra and hyperreality reveals that Jokowi’s image has transition
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Maulina, Putri, Ainal Fitri, and Dony Arung Triantoro. "Narasi Jilbab dan Realitas Simulakra di Akun Instagram @buttonscarves." Jurnal Komunikasi Global 12, no. 1 (2023): 1–29. http://dx.doi.org/10.24815/jkg.v12i1.31232.

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Buttonscarves menjadi brand fashion jilbab yang menargetkan perempuan muslim dengan kelas sosial menengah ke atas sebagai konsumennya. Melalui akun Instagram @buttonscarves, produsen fashion jilbab ini berupaya menarik perhatian konsumen dengan menciptakan beragam narasi sehingga terciptanya realitas-realitas tertentu. Penelitian ini bertujuan untuk menelaah bagaimana realitas perempuan muslim dan jilbab diciptakan dalam narasi Buttonscarves di akun Instagram @buttonscarves. Peneliti juga menggunakan sudut pandang Baudrillard tentang Simulakra dan Hiperrealitas. Peneliti menggunakan pendekatan
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Langoday, Yohanes Redan, Johar Amir, and Andi Agussalim Aj. "Decoding Digital Dystopia: Simulacra, Hyperreality, and Control in The Matrix Franchise Film Series as A Critique of Contemporary Society." Bahasa: Jurnal Keilmuan Pendidikan Bahasa dan Sastra Indonesia 7, no. 1 (2025): 18–38. https://doi.org/10.26499/bahasa.v7i1.1227.

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This study analyzes the representation of digital dystopia in The Matrix film series through Jean Baudrillard’s simulacra theory and Tom Moylan’s critical dystopia framework. Using qualitative analysis of key scenes and dialogues, the research traces the evolution of control mechanisms from physical oppression to psychological and biological manipulation. The franchise progresses through four stages of simulacra: reflection of reality (counterfeit), concealment (production), autonomous simulation, and hyperreality. Findings reveal how digital capitalism weaponizes narratives, eroding critical
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Hereyah, Yoyoh. "Media Massa: Pencipta Industri Budaya Pencerahan yang Menipu Massa Studi Simulacra dan Hiperrealitas Film AVATAR." Jurnal ULTIMA Comm 3, no. 2 (2011): 95–104. http://dx.doi.org/10.31937/ultimacomm.v3i2.204.

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Globalization affects virtually all aspects of the society, including cultural aspects. Culture can be defined as values embraced by society or perception held by citizens of various things. Globalization as a symptom of the range of the values and culture of particular overlooks the world (so that it becomes ‘world culture’) have been seen since long. The Film is a form of mass media that bring values, cultures and ideologi of his creator. The concept of cultivations of cultural values is embedded through the ideas, stories, characters, special effects and the distribution of a film. Avatar u
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Kusuma Putra, Aryaguna. "ANALISIS KOMUNIKASI VIRTUAL YOUTUBER DALAM KACAMATA BAUDRILLARDIAN." HUMANUS : Jurnal Sosiohumaniora Nusantara 1, no. 1 (2023): 1–13. http://dx.doi.org/10.62180/paz0a861.

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Teknologi dan masyarakat seperti dua hal yang saling terikat dan tidak dapat terlepas. Tentunya perkembangan teknologi ini memunculkan medium-medium baru dalam berkomunikasi yang dapat disebut sebagai new media. Pengaruh budaya dari munculnya new media ini adalah konten yang disebut sebagai livestreaming, penelitian ini membahas mengenai konten livestreaming yang dilakukan oleh virtual youtuber (VTuber), sebuah entitas digital yang menggunakan teori computer-mediated communication (CMC) dalam interaksinya. Adapun peneliti akan membahas mengenai persepsi penonton VTuber dalam memahami avatar di
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7

Pranata, Adrianus Yoga. "Simulasi-Simulakra Pandemi Covid-19 dalam Media Youtube." KONSTELASI: Konvergensi Teknologi dan Sistem Informasi 3, no. 1 (2023): 217–30. http://dx.doi.org/10.24002/konstelasi.v3i1.7214.

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Abstrak. Fokus utama dari penelitian ini adalah fenomena Pandemi Covid-19 sebagaimana terekam dalam media Youtube dalam kaitannya dengan hiperrealitas. Pertanyaan yang hendak dijawab adalah apakah pemberitaan tentang Pandemi Covid-19 yang tidak selaras dengan realitas merupakan ancaman disinformasi ataukah sebuah hiperrealitas? Ada enam fenomena yang hendak diamati, yaitu pemberitaan tentang Virus Corona di Wuhan, Covid-19 mulai masuk Indonesia, work from home, PPKM, vaksin pertama, dan lepas masker. Data yang diambil adalah transkrip video dan komentar-komentarnya. Pengumpulan data dilakukan
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8

Novita, Dea Reny, Ghufronudin Ghufronudin, and Danang Purwanto. "Characteristics of Impulsive Buying Behavior in Young Women in Simo District, Boyolali." Psikoborneo: Jurnal Ilmiah Psikologi 11, no. 2 (2023): 261. http://dx.doi.org/10.30872/psikoborneo.v11i2.11842.

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Technological developments allow promotions to be carried out online through social media so that it can result in impulsive buying behavior. This study aims to determine the characteristics of impulsive buying behavior in young women in Simo District. Qualitative research with a case study approach was carried out in Simo District with informants selected by purposive sampling. Data collection techniques with observation, in-depth interviews and documentation. The validity of the data by source triangulation, then analyzed by Miles & Huberman's interactive model. The results showed that t
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9

Rana, Zarnab. "FAKE REALITY: WOMEN PORTRAYAL IN BEAUTY PRODUCT ADVERTISEMENTS OF PAKISTANI PRIVATE CHANNELS." Jurnal Sosiologi Reflektif 16, no. 1 (2021): 53. http://dx.doi.org/10.14421/jsr.v16i1.2257.

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Since advertising was introduced many centuries ago, women have been objectified and, in some cases, insulted or belittled. The second wave of feminists challenged society's definition of femininity, and society's insistence on equating men with “thought” and women with “nature” and “body.” This paper aims to investigate the question of women portrayal in Pakistani media with “Jean Baudrillard theory of Simulacra and Simulation”. It focuses on how media and writing are constantly affected by hyperreality. Films, commercials, news, web-based media, and so on address fake real factors with the g
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10

Hakim, Lukman, Achluddin Ibnu Rochim, and Banu Prasetyo. "HOAX DALAM ILUSTRASI JEAN BAUDRILLARD." RELASI: Jurnal Penelitian Komunikasi (e-ISSN: 2807-6818) 2, no. 02 (2022): 40–48. https://doi.org/10.69957/relasi.v2i02.410.

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Penggunaan media digital yang semakin luas sebagai sarana komunikasi memberikan sisi positif dan negatif. Positif sebab betapa hebatnya perkembangan dunia digital di Indonesia menujukkan tingkat adaptif dan survival yang tinggi atas perubahan sosial, meski di sisi lain ada kekhawatiran terkait rawannya penyebaran berita palsu atau hoax membawa dampak negatif di berbagai aspek sosial. Penelitian ini bertujuan memberikan referensi dan ilustrasi bidang hoax yang paling berpengaruh di Indonesia selama kurang lebih lima tahun terakhir sehingga dapat ditemukan upaya paling akurat untuk mengurangi ti
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