Cultural Representation in Indonesian Horror Video Games
DOI:
https://doi.org/10.34010/icobest.v9i.896Keywords:
Cultural Representation, Video Games, Indonesian Culture, Horror Games, Digital MediaAbstract
This research aims to explore how abstract traditional beliefs are translated into interactive digital forms such as video games. Video games today are not merely entertainment media; they are a medium capable of becoming cultural ambassadors that effectively introduce local cultures on the international stage, related to traditions and belief systems. Indonesian horror games on the international stage currently excel because they bring authentic local narratives and folklore. The video game Pamali is a local Indonesian horror game that highlights taboo traditions related to the supernatural world. The title itself, "Pamali," refers to the concept of prohibition or taboo that is very familiar in the daily lives of Indonesian society. This analysis combines Stuart Hall's theory of representation with concepts from game studies to dissect three main aspects: visual, narrative, and game mechanics. The use of qualitative methods focuses on in-depth analysis of Cultural Meaning; Visual Representation; Supernatural Entities and Folklore, as well as Interactive Cultural Learning. The finding is that the culture in the video game Pamali is not merely decorative embellishments or esthetic backgrounds, but rather a learning experience about the meaning of local culture. These cultural elements have been integrated into the game system, where every player action and the resulting consequences directly reflect the logic of taboos in the real world. It can be concluded that this game successfully creates a space for global players to experience the complexity of Indonesian moral values and traditions thru digital exploration. Video games can be a significant potential as a platform for cultural diplomacy in the era of massive digital distribution

