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Kekerasan Simbolik dalam Tayangan Hiburan Pesbukers ANTV
Abstrak (Bhs. Indonesia)
Penelitian ini bertujuan mengidentifikasi simbol-simbol yang mengandung kekerasan simbolik dalam tayangan Pesbukers ANTV. Penelitian ini menggunakan metode analisis isi dan semiotika. Sampel penelitian berjumlah 122 tayangan Pesbukers. Hasil penelitian ini menunjukkan ada beberapa simbol kekerasan simbolik yang muncul melalui tiga konsep dasar kekerasan simbolik, yaitu consent and complicity, misrecognition, dan condescension. Konsep consent and complicity diamati berdasarkan penampilan pemain seperti laki-laki yang menggunakan pakaian perempuan, perempuan berpakaian seksi, pemain yang menggunakan pakaian tidak sesuai seperti pakaian daerah dan pakaian aneh serta penggunaan aksesoris branded. Misrecognition terjadi melalui gambaran habitus kelas atas dan kelas bawah seperti kebiasaan, profil, barang (kepemilikan), serta lingkungan. Kedua habitus kelas ini diciptakan sebagai bentuk mekanisme kekerasan yang tidak terdeteksi, sehingga penonton akan menganggap sebagai hal yang biasa dan wajar. Konsep ketiga yaitu condescension terjadi melalui ejekan masalah pribadi, fisik, serta ejekan intelektual, selain itu terdapat tingkah laku pemain seperti memukul, menirukan tokoh tertentu, serta pelecehan terhadap perempuan.
Abtrak (Bhs. Inggris)
This study aims to identify symbols that contain symbolic violence in ANTV Pesbukers shows. This research uses the method of content analysis and semiotics. The research sample amounted to 122 Pesbukers impressions. The results of this study indicate that there are several symbols of symbolic violence that arise through three basic concepts of symbolic violence, namely consent and complicity, misrecognition, and condescension. The concept of consent and complicity is observed based on the appearance of players such as men who wear women's clothing, women dressed in sexy clothes, players who wear inappropriate clothes such as regional clothes and strange clothes and the use of branded accessories. Misrecognition occurs through upscale and lower class habitus features such as habits, profiles, property, and environment. Both of these class habitus were created as a form of mechanism of violence that was not detected, so that the audience would regard it as normal and natural. The third concept, condescension, occurs through ridicule of personal, physical, and intellectual ridicule, in addition there are player behaviors such as hitting, imitating certain characters, and harassment of women.
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