Main Article Content
Abstract
This paper aims to portrait the contemporary situation of Indonesian local game industry regarding the working-class issues and state approach to the development and sustainability. As Indonesian local game industry began a new era after state recognition in 2014, the industrial durability in the national creative sector is often questioned. A case study method is applied to response and diagnose one of the newest creative economic sectors in Indonesia. Interviewing various parties such as two related state ministries, twelve founders of local game studios, ten local game workers, and representative of labor union. The result exposes a liberal approach from the state in nurturing local game industry such as free-market competition, nescience, and quasi-patronage. This particular style of state’s cultural policy to local gaming industry has resulted in precarious situation among local game labors as the state’s instruments in contemporary creative industry.
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
References
Borowy, M. (2017). The Asian Mobile Gaming Marketplace: Context, Opportunities and Barriers. In Mobile Gaming in Asia (pp. 35–52). Springer. https://doi.org/10.1007/978-94-024-0826-3_3
Campbell, M. (2020). ‘Shit is hard, yo’: young people making a living in the creative industries. International Journal of Cultural Policy, 26(4), 524–543. https://doi.org/10.1080/10286632.2018.1547380
Chandra, A. N., & Kurniawan, Y. (2015). A Study of Factor Affecting the Software Application Development in Indonesian Creative Industry. ComTech: Computer, Mathematics and Engineering Applications, 6(2), 309. https://doi.org/10.21512/comtech.v6i2.2275
Chen, J.-L., & Dermawan, A. (2020). The Influence of YouTube Beauty Vloggers on Indonesian Consumers’ Purchase Intention of Local Cosmetic Products. International Journal of Business and Management, 15(5), 100. https://doi.org/10.5539/ijbm.v15n5p100
Chung, P. (2016). Revisiting Creative Industry Models for Game Industry Development in Southeast Asia. In Global Game Industries and Cultural Policy (Vol. 6, Issue 1, pp. 125–151). Springer International Publishing. https://doi.org/10.1007/978-3-319-40760-9_7
Creswell, J. W., & Poth, C. N. (2016). Qualitative inquiry and research design: Choosing among five approaches. Sage publications.
Fung, A. (2016). Creative Industry and Cultural Policy in Asia Reconsidered. In Global Game Industries and Cultural Policy (pp. 15–31). Springer International Publishing. https://doi.org/10.1007/978-3-319-40760-9_2
Fung, A. Y. (2016). Comparative cultural economy and game industries in Asia. Media International Australia, 159(1), 43–52. https://doi.org/10.1177/1329878X16638940
Hadiz, V. R., & Robison, R. (2017). Competing populisms in post-authoritarian Indonesia. International Political Science Review, 38(4), 488–502. https://doi.org/10.1177/0192512117697475
Hamid, F. N., & Suzianti, A. (2020). Driving Factors Analysis of Mobile Game In-app Purchase Intention in Indonesia. Proceedings of the 3rd Asia Pacific Conference on Research in Industrial and Systems Engineering 2020, 7–12. https://doi.org/10.1145/3400934.3400938
José Planells, A. (2017). Video games and the crowdfunding ideology: From the gamer-buyer to the prosumer-investor. Journal of Consumer Culture, 17(3), 620–638. https://doi.org/10.1177/1469540515611200
Kong, L. (2014). From cultural industries to creative industries and back? Towards clarifying theory and rethinking policy. Inter-Asia Cultural Studies, 15(4), 593–607. https://doi.org/10.1080/14649373.2014.977555
Marchand, A., & Hennig-Thurau, T. (2013). Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities. Journal of Interactive Marketing, 27(3), 141–157. https://doi.org/10.1016/j.intmar.2013.05.001
Menger, P.-M. (2015). The market for creative labour. In The Oxford Handbook of Creative Industries (pp. 148–170). Oxford University Press, New York.
Parivudhiphongs, A. (2018). Creative industries policy in Thailand: A story of Rise and Demise. In Routledge handbook of cultural and creative industries in Asia (pp. 27–42). Routledge.
Phan, Q. A. (2019). Challenges and opportunities for the online gaming industry in Vietnam: a qualitative study on the thoughts of involved parties. Creative Industries Journal, 12(3), 248–271. https://doi.org/10.1080/17510694.2019.1610933
Poole, A. (2020). Internationalised School Teachers’ Experiences of Precarity as Part of the Global Middle Class in China: Towards Resilience Capital. The Asia-Pacific Education Researcher, 29(3), 227–235. https://doi.org/10.1007/s40299-019-00472-2
Ruggill, J. (2016). Inside the Video Game Industry. Routledge. https://doi.org/10.4324/9780203521588
Rumata, V. M., & Sastrosubroto, A. S. (2020). The paradox of Indonesian digital economy development. E-Bus High Educ Intell Appl.
Suwarto, D. H., & Kulau, F. (2022). The flexibility and adaptation strategy of local filmmakers amid the pandemic: Opportunity and threat. Empedocles: European Journal for the Philosophy of Communication, 13(1), 41–58. https://doi.org/10.1386/ejpc_00040_1
Tambunan, M. R. U. D., & Rosdiana, H. (2020). Indonesia Tax Authority Measure on Facing the Challenge in Taxing Digital Economy. The International Technology Management Review, 9(1), 1. https://doi.org/10.2991/itmr.k.200203.001
Wartono, W., & Segarwati, Y. (2022). CONSUMER CULTURE OF INDONESIAN GAMERS: REVIEW ON GAME ITEMS MARKETPLACE “ITEMKU.” ANPOR Annual Conference Proceedings, 243–248. http://repository.unpas.ac.id/id/eprint/56243
Wee, K., Goh, C., & Yeoh, B. S. A. (2019). Chutes-and-ladders: the migration industry, conditionality, and the production of precarity among migrant domestic workers in Singapore. Journal of Ethnic and Migration Studies, 45(14), 2672–2688. https://doi.org/10.1080/1369183X.2018.1528099
Wulansari, A. D. (2021). Indonesia’s Cheap Wages Regime: The Political Economy of Minimum Wages Policy under Jokowi Presidency. Fudan Journal of the Humanities and Social Sciences, 14(3), 417–444. https://doi.org/10.1007/s40647-021-00324-8
Yin, R. K. (2018). Case study research and applications. Sage.