REPRESENTATION OF ANARCHISM IN THE GAME TROUBLEMAKER

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Ryan Renova T
Sinta Paramita

Abstract

Games are a medium often used by creators to convey messages to the public. Along with the development of technology, the number of games in Indonesia has increased. Games can contain positive sides, such as education and excitement, but that doesn’t mean they don’t have negative effects, such as violence. This research examines the representation of anarchism in the game Troublemaker, an action-adventure-beat-'em-up game that depicts the dynamics of teenage life in a school environment. The study focuses on identifying and analyzing the elements of anarchism expressed through the narrative, visuals, and character interactions. Using a qualitative approach and Charles Sanders Peirce's semiotic method, this study employs the triadic model (Representamen/sign, Object, and Interpretant) to uncover the meanings and ideologies behind the anarchistic elements in the game. This Research indicates that the game represents anarchism through various actions such as verbal and physical violence, violations of norms, and resistance against formal authority within the school context. Visual elements such as character design, dialogue, and the chaotic school setting reinforce the image of rebellion within high school students. The study concludes that Troublemaker serves not only as entertainment but also as a reflection of social criticism toward authority structures in educational environments, which may influence players' perceptions of social rules.

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References

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