The presence of digital media in many children`s lives in Indonesia, besides conventional media such as TV, has boomed. Thus, things are changed gradually without being noticed by the parents, starting from the activities that children do... more
The presence of digital media in many children`s lives in Indonesia, besides conventional media such as TV, has boomed. Thus, things are changed gradually without being noticed by the parents, starting from the activities that children do during leisure time, children`s play, their communication pattern, even their daily life which leading to addiction to digital media. Are parents aware of the change and can they control their children`s digital media consumption? How parents understand and address this phenomenon? What actions do parents take to reduce the negative effects and increase the potential of digital media for children`s education and development? This qualitative research involves seventeen middle-class families who have children aged 3-6 years old, living in the capital city Jakarta and suburban cities, Bekasi and Tangerang. The aim of the study is to explore the practice of parental mediation on the activities of their children using media. It discusses the findings from the field research, which grounded on Parental Mediation Theory as well as various media implications in early childhood. The field research finds that most parents are aware of the significance of parental mediation on their children`s media consumption, yet, without a consistency and a thorough understanding of the interaction between children and the media. The findings also proposes that it is crucial for parents to have an adequate understanding of how the media works, its effects on children, and alternative activities for children, in order to improve the quality of their parental mediation.
Keyword: media and early childhood; parental mediation theory; children media use.
The present study aims to discover how myths are being utilized in video games, more specifically, how they are continued, adapted, and created in video games. Video games have become the newest storytelling device to transmit myths... more
The present study aims to discover how myths are being utilized in video games, more specifically, how they are continued, adapted, and created in video games. Video games have become the newest storytelling device to transmit myths across the world, yet there are few studies that touch on this phenomenon. This study fills the gap in literature by using Ghost of Tsushima (2020) as a case study to understand this phenomenon. A textual analysis of Ghost of Tsushima was conducted to understand how Japanese mythology is being used in the game. After analyzing the data, it was concluded that myths are most commonly used to camouflage gameplay mechanics and enhance world building. It was also discovered that myths in video games conform to mythical structures theorized by Joseph Campbell and Levi Strauss.