Show simple item record

dc.contributor.authorAkbar, Fitrawan
dc.contributor.authorKusumasari, Bevaola
dc.date.accessioned2024-12-01T20:06:57Z
dc.date.available2024-12-01T20:06:57Z
dc.date.issued2022-06
dc.identifier.issn1478-2103
dc.identifier.urihttp://digilib.fisipol.ugm.ac.id/repo/handle/15717717/21200
dc.description.abstractThe study of video games can be fun, and it is interesting to see what players can explore inside video games. This paper explores public policy practice and its political content or aspects in video games. The very idea itself may sound vague and unclear; can such a thing be found inside a mere video game? To strengthen the argument of what kind of political aspects can be found in video games, the authors use a comparative case study, comparing two games: Animal Crossing: New Horizon and Genshin Impact. By comparing the two games, this paper forms an understanding of how political aspects are found inside each game and their influence on affairs and issues in certain countries. The result of this research shows that video games have become an election-winning strategic political marketing and communication policy. Video games have also used procedural rhetoric, which reveals how game producers promote certain ideologies through legislation and rules in their games.en_US
dc.language.isoenen_US
dc.publisherPolicy Futures in Educationen_US
dc.subjectVideo gamesen_US
dc.subjectPoliticsen_US
dc.subjectPublic policyen_US
dc.subjectProcedural rhetoricen_US
dc.subjectPolitical marketingen_US
dc.subjectAnimal Crossing: New Horizonen_US
dc.subjectGenshin Impacten_US
dc.titleMaking public policy funen_US
dc.title.alternativeHow political aspects and policy issues are found in video gamesen_US
dc.typeArticleen_US


This item appears in the following Collection(s)

Show simple item record