Budaya Berhibur Menerusi Aplikasi Smule Dalam Karya Arca Instalasi

  • Aznan Omar Fakulti Seni Lukis & Seni Reka (FSSR), Universiti Teknologi MARA, Cawangan Perak, Kampus Seri Iskandar, 32610 Seri Iskandar, Perak, MALAYSIA
  • Syed Alwi Syed Abu Bakar Fakulti Seni Lukis & Seni Reka (FSSR), Universiti Teknologi MARA, Cawangan Perak, Kampus Seri Iskandar, 32610 Seri Iskandar, Perak, MALAYSIA
  • Mahizan Hijaz Muhammad Fakulti Seni Lukis & Seni Reka (FSSR), Universiti Teknologi MARA, Cawangan Perak, Kampus Seri Iskandar, 32610 Seri Iskandar, Perak, MALAYSIA

Abstract

This research project is an interpretation of a societal phenomenon in terms of the culture of using digital application for leisure and entertainment especially regarding the human behaviour and its obsession of using these applications in the social media platforms.  This idea was translated by using the idea of an installation of a fabricated sculpture.  The  idea of how the digital media plays a major role for leisure and its obsession was inspired by the artist Scott Snibbe. This reference includes on how netizens utilize and share their interests and interactions with these digital media, games and other kinds of digital media entertainments. The method used for this practical studio research are through self critical evaluation, studio experimentation and contextual reviews.  This research project was intended to contribute to the field of fine arts in terms of collecting symbolic visual narratives and its issues of the collective culture in regarding of leisure and entertainment and its popularity as a life style today.  With hope this research project will give a major impact in terms of understanding towards its trend and the digital entertainment itself.  The variation, the ever changing content of its application has impacted the popular culture itself through its spirit and behaviour, the wants and needs projected by the new expression of consumerism.

Keywords
Culture And Entertainment, Mobile Entertainment, Sculpture 

References

Aguado, J. M., & Martínez, I. J. (2014). The relationship is the medium: Understanding media in a mobile age. Living inside mobile social in-formation, 77-108.

Arif Ishak, (29 Mac 2016). #Tips : Aspek Yang Perlu Diambil Kira Sebelum Membeli Telefon Pintar. Di muat turun dari: http://piratz.my/tips-membeli-telefon-pintar/

Bakardjieva, M. (2011). The Internet in everyday life: Exploring the tenets and contributions of diverse approaches. The handbook of internet studies, 11. 59-82.

Bijker, W. E. (2001). Understanding technological culture through a constructivist view of science, technology, and society. Visions of STS: Counterpoints in science, technology and society studies.

Damayanti, Y. (2019). Analisis Motivasi Penggunaan Aplikasi Sing! Karaoke By Smule Oleh Anggota Ukm Paduan Suara Mahasiswa Universitas Lampung. Fakultas Ilmu Sosial Dan Ilmu Politik Universitas Lampung Bandar Lampung 2019.

Feldman, E.B. (1994). Practical art criticism. Upper Saddle River, NJ: Prentice Hall.

Fornari, F. (2013). Specification And Prototype Implementation Of An Open Source Interactive Ambient Application. Master of Science Computer Science, University of Camerino.

Gary Liam (19 Januari 2017). Daftar Aplikasi & Software Edit Foto Terbaik 2017. Dimuat turun dari: http://tekno.10terbaik.com/2013/05/download-aplikasi-terbaik-untuk.html

Hamid, S. A. (2016). Pengaruh media massa terhadap perubahan sosial masyarakat. 1, 214-226.

Hauben, R., & Back, I. L. (1997). Netizen and Communication; A New Paradigm. IEEE Computer Soceity Press. USA.

Hosmer K. (2012). Aluminum Cans Delightfully Transformed into Pop Culture Icons. My Modern Met. Dimuat turun dari:
http://www.mymodernmet.com/profiles/blogs/list/tag/makaon.

Ictech, I. I. & Bradley, O. (2014). Smartphones and face-to-face inte

Khoiriyah, H., Waris, A. M., & Juhansar, J. (2019) The Students’achievement In Pronouncing English Song Using Smule Application. Indonesian EFL Journal (IEFLJ) Volume 5, Issue 1, January 2019.

Mohd Azam Osman, Abdullah Zawawi Talib, Zainal Abidin Sanusi, Tan Shiang-Yen, and Abdullah Sani Alwi. (2012) "A Study of the Trend of Smartphone and its Usage Behavior in Malaysia”. International Journal of New Computer Architectures and their Applications, 2,(1), 274-285.

Moore, K. & Rutter, J. (2004). Understanding consumers’ understanding of mobile entertainment. Mobile Entertainment: User-Centred Perspectives, 49-65.
Moore, K. & Rutter, J. (2004). Understanding consumers’ understanding of mobile entertainment. Mobile Entertainment: User-Centred Perspectives, 49-65.

Musically .com (August 29, 2019) Just like TikTok, Smule is bigger than you think in India. https://musically.com/2019/08/29/just-like-tiktok-smule-is-bigger-than-you-think-in-india/

Nagarkoti, B. (2014). Factors Influencing Consumer Behavior of Smartphone Users. Förnamn Efternamn, Degree Thesis, International Business (BBA).
ractions: Ex-tending Goffman to 21st century conversation. University of New Orleans Scholar Works @ UNO, Theses and Dissertations,1812.

Sliwinski, J., Katsikitis, M. & Jones, C. M. (September 2015). Mindful Gaming: How Digital Games Can Improve Mindfulness. In Human-Computer Interaction, Springer International Publishing, 167-184.

Wang, D., Xiang, Z. & Fesenmaier, D. R. (2014). Smartphone use in everyday life and travel. Journal of Travel Research.

Weide, K., Ireland, G & Kevorkian, S., (2011). Social Entertainment 2.0: What Is It, and Why Is It Important?. External Publication of IDC Information and Data. Myspace.

Wong, C. C. & Hiew, P. L. (April 2005). Diffusion of Mobile Entertainment in Ma-laysia: Drivers and Barriers. In WEC, (5), 263-266.

Wong, C. C. & Hiew, P. L. (June 2005). Mobile entertainment: model development and cross services study. In Services Systems and Services Management, 2005. Pro-ceedings of ICSSSM'05. 2005 International Conference on IEEE. (2), 1355-1359.

Wu, J., & Liu, D. (2007). The effects of trust and enjoyment on intention to play online games. Journal of electronic commerce research, 8(2), 128-140.
Published
2021-09-01
How to Cite
OMAR, Aznan; SYED ABU BAKAR, Syed Alwi; MUHAMMAD, Mahizan Hijaz. Budaya Berhibur Menerusi Aplikasi Smule Dalam Karya Arca Instalasi. Idealogy Journal, [S.l.], v. 6, n. 2, p. 43 - 52, sep. 2021. ISSN 2550-214X. Available at: <http://idealogyjournal.com/ojs/index.php/idealogy/article/view/299>. Date accessed: 26 oct. 2021. doi: https://doi.org/10.24191/idealogy.v6i2.299.