Ummu Kultsum, NIM.: 22105040039 (2026) PANDANGAN KEAGAMAAN PEMAIN MUSLIMAH TERHADAP PENGALAMAN BERMAIN GIM OTOME LOVE AND DEEPSPACE ANALISIS TEORI RESEPSI STUART HALL. Skripsi thesis, UIN SUNAN KALIJAGA YOGYAKARTA.
|
Text (PANDANGAN KEAGAMAAN PEMAIN MUSLIMAH TERHADAP PENGALAMAN BERMAIN GIM OTOME LOVE AND DEEPSPACE ANALISIS TEORI RESEPSI STUART HALL)
22105040039_BAB-I_IV-atau-V_DAFTAR-PUSTAKA.pdf - Published Version Download (4MB) | Preview |
|
|
Text (PANDANGAN KEAGAMAAN PEMAIN MUSLIMAH TERHADAP PENGALAMAN BERMAIN GIM OTOME LOVE AND DEEPSPACE ANALISIS TEORI RESEPSI STUART HALL)
22105040039_BAB-II_sampai_SEBELUM-BAB-TERAKHIR.pdf Restricted to Registered users only Download (4MB) | Request a copy |
Abstract
The growth of otome games in Indonesia reflects the increasing participation of women—including Muslim women—in digital culture. One of the most popular games is Love and Deepspace (LADS), which offers romantic interactions and adult romance content through various interactive features. The presence of such content has given rise to diverse interpretations among Muslim female players with different religious backgrounds and life experiences. This study aims to explain the experiences and interpretations of Muslim female players regarding adult romance content in the game Love and Deepspace and to analyze how frameworks of knowledge shape their interpretive positions. This study employs a descriptive qualitative method using in-depth interviews with seven adult Muslim female players of the game Love and Deepspace in Indonesia. Data were collected through interviews, game observations, and documentation, and were then analyzed using Stuart Hall’s Reception Theory to explore the personal interpretations of the seven participants regarding the romantic content presented in the game. In addition, Thomas Luckmann’s concept of “Invisible Religion” was also used to explain the relationship between religious background, life experiences, and the process of interpreting digital mediaspecifically, how the participants interpret Love and Deepspace as a game containing adult romantic content in the form of entertainment that they have chosen to play. The research findings indicate that Muslim female players do not interpret adult romantic content uniformly. Some participants adopted a dominant stance, accepting the content as a form of entertainment in line with the meaning constructed by the game developers. Others adopted a negotiating stance, adapting their gaming experience to align with their religious values and moral boundaries, while participants in the oppositional stance interpreted the content differently and tended to reject the dominant meaning offered by the game. This study concludes that frameworks of knowledge—such as religious background, life experiences, social environment, and personal values—play a significant role in shaping Muslim female players’ reception of adult romance content in the game Love and Deepspace.
| Item Type: | Thesis (Skripsi) |
|---|---|
| Additional Information / Supervisor: | Dr. Rr. Siti Kurnia Widiastuti, S. Ag M.Pd. M.A. |
| Uncontrolled Keywords: | Love and Deepspace; gim otome; pemain muslimah; frameworks of knowledge |
| Subjects: | 300 Ilmu Sosial > 300 Ilmu-Ilmu Sosial > 305.4 Perempuan-Sosial |
| Divisions: | Fakultas Ushuludin dan Pemikiran Islam > Sosiologi Agama (S1) |
| Depositing User: | Muchti Nurhidaya [muchti.nurhidaya@uin-suka.ac.id] |
| Date Deposited: | 30 Sep 2026 08:32 |
| Last Modified: | 30 Sep 2026 08:32 |
| URI: | http://digilib.uin-suka.ac.id/id/eprint/78511 |
Share this knowledge with your friends :
Actions (login required)
![]() |
View Item |
