EKSISTENSI DEVELOPER GAME INDEPENDEN INDONESIA (Studi Kasus Eksistensi Developer Game Indepeden Agate Studio, Creacle Studio, dan Digital Happiness Dalam Perspektif Ekonomi Politik Komunikasi)


Ardian Indro Yuwono(1*)

(1) Lecturer at Communication Science Department, Faculty of Social and Political Sciences, Universitas Gadjah Mada
(*) Corresponding Author


This study aims to understand how Indonesian independent game developers strive to exist in the competitive game industry. This research uses case study method with a political economy approach based Vincent Mosco’s political economy of communication. The political economy aproach are commodification, spatialization and structuration. This research conclude how Creacle Studio, Agate Studio and Digital Happiness carry out various commodification, spatialization and structuration practices in maintaining their independent studios in the Indonesian video game industry. The three studios practice political economy in different ways to survive in the video game industry.


Political Economy, Commodification, Structuration, Spatialization; Video Game Developer.

Full Text:



Anonim. 2014. “Percentage of GBO of all films feature exhibited that are national".Online. Tersedia dalam. Data .uis.unesco.org/index.aspx?queryid=59 (diakses pada tanggal 13 Maret 2018).

Anonim. 2014. Data dan Infografis Perkembangan Industri Games di Indonesia Terlengkap. Online. Tersedia dalam http://merdekasempurna.blogspot.com/2014/02/perkembangan-dan-prospek-games-di.html. 19 Februari 2019.

Anwar, Syarifuddin. 1998. Metode Penelitian. PT. Pustaka Pelajar. Yogyakarta.

Batchelor, James. 2012. International FACTFILE: Indonesia. 13 Desember 2012.Online. Tersedia dalam http://www.mcvuk.com/news/read/international-factfile-indonesia/0108127. 13 desember 2019.

Curran, J. & Guerevitch, M. Mass Media and Society. Edward Arnold. London. 1996.

Eatwell J., Milgate M., dan Newman P. 1987. The New Palgrave : A Dictionary of Economics. Mamillian. London. Hal 907.

Elen Melkins Wood and John Bellamy Foster (eds). Capitalism sand The Information Age: The Politicaleconomy of The Global Communication revolution. Ney York. Monthly Review Press. 1998. hal 3.

Esposito, Nicolas. 2005. A Short and Simple Definition of What a Videogame Is. University of Technology of Compiegne. Terarsip dalam http://www.utc.fr/~nesposit/publications/esposito2005definition.pdf

Mattelart, A. dan Mattelart, M. 2004.Theories of Communications: A Short Introduction. Sage Publication. London. Hal. 91-104.

McChesney, Robert W. The Political Economy of Global Communication, dalam Robert McChesney,

McQuaill, D. 2000. McQuaill’s Mass Communication Theory. Sage Publications. London. Hal. 563.

Mosco, V. 1996. The Political Economy of Communication: Rethinking and Renewal. Sage. London.

Mosco, V. 2009. The Political Economy of Communication (2nd Edt.). Sage. London.

Novak, Joanne. 2012. Game Development Essentials: Third Edition. Delmar: New York.

Raessens, Joost & Goldstein, Jeffrey. 2005. The History of the Video Game. Dalam jurnal Handbook of Computer Game Studies. London: The MIT Press Cambridge.

Smith, A. 1937.An Inquiry into The Nature and Causes of The Wealth of Nations. Modern Library. New York

Smythe,D. 1981. Dependency Road: Communication, Catpitalism, Consciousness and Canada. Ablex Publishing Corporation. Norwood. hal. 7.

Sukarno, Puput Ady. 2014 Sejarah Perkembangan Industri Game di Indonesia..Online. Tersedia dalam http://industri.bisnis.com/read/20140303/105/207515/sejarah-perkembangan-industri-game-di-indonesia.3 Maret 2018.

Warman, Peter . 2014. Top 100 Countries Represent 99.8% of $81.5Bn Global Games Market. Online. Tersedia Dalam http://www.newzoo.com/insights/top-100-countries-represent-99-6-81-5bn-global-games-market/. 23 Maret 2018.

Wisesa, Blasius Abram A. 2014. Manajemen Media dalam Industri Video Game (Studi Kasus Manajemen Media Studio Developer Agate Jogja dalam Persaingan Industri Video Game). Skripsi. Jurusan Ilmu Komunikasi, Fakultas Ilmu Sosial dan Ilmu Politik, Universitas Gadjah Mada. Yogyakarta.

Yin, Robert K.. 2004. Studi Kasus Desain dan Metode, Edisi Revisi. Raja Grafindo Persada. Jakarta.

Yusuf, Oik. 2014. Sebulan, Game Horor Indonesia Dulang Rp 1 Miliar. Online. Tersedia dalam http://tekno.kompas.com/read/2014/07/17/09040067/sebulan.game.horor.indonesia.dulang.rp.1.miliar. 17 Juli 2018.

Yuwono, Ardian Indro. 2009. Ekonomi Politik Industri Video Game. Online. Tersedia dalam http://ardianindro.wordpress.com/2009/04/01/ekonomi-politik-industri-video-game/. 25 Februari 2014

DOI: https://doi.org/10.22146/jmki.63054

Article Metrics

Abstract views : 3312 | views : 3462


  • There are currently no refbacks.

Copyright (c) 2021 Jurnal Media dan Komunikasi Indonesia



   Jurnal Media dan Komunikasi Indonesia (Online ISSN 2721-396X) is published by the Department of Communication Science (DIKOM), Faculty of Social Science and Political Science (FISIPOL), Gadjah Mada University 


View My Stats