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dc.contributor.authorRizky, Aditya
dc.date.accessioned2025-10-29T07:03:24Z
dc.date.available2025-10-29T07:03:24Z
dc.date.issued2025
dc.identifier.uridspace.uii.ac.id/123456789/58490
dc.description.abstractThis study employs a multimodal framework, combining critical discourse analysis and Roland Barthes’ semiotic theory, to examine how the Seraphites in “The Last of Us Part II” contribute to the game’s narrative meaning. By analyzing their handcrafted artifacts, ritualized weaponry, distinct clothing, environmental choices, whistle-based communication, and public imagery of the Prophet, the research uncovers a neo-Luddite ideology characterized by a principled rejection of modern technology alongside pragmatic exceptions for survival, thereby enriching themes of purity, identity, and resistance. Critical discourse elements—including murals proclaiming “Feel Her Love!” and “May She Guide You,” punitive religious language during executions, and dialogues revealing hypocritical technological allowances—demonstrate how the group’s beliefs and practices enact Othering, sacralize violence, and legitimize hierarchical power. Spatial analyses of fortified forest enclaves and repurposed urban high-rises reveal a symbolic reclaiming of both nature and ruined civilization, reinforcing the Seraphites’ dual narrative of isolation and dominion. Altogether, these findings show that the Seraphites’ semiotic system and discursive strategies deepen the game’s exploration of technology, faith, and community, answering the research question by illustrating how their portrayal constructs layered meanings that challenge players’ assumptions and heighten moral complexity.en_US
dc.language.isoenen_US
dc.publisherUniversitas Islam Indonesiaen_US
dc.subjectSeraphitesen_US
dc.subjectSemiotic Analysisen_US
dc.subjectCritical Discourse Analysisen_US
dc.subjectGame Studiesen_US
dc.subjectmultimodal analysisen_US
dc.subjectThe Last of Us Part IIen_US
dc.titleDecoding the Scars: A Multimodal Approach to Understanding the Seraphites’ Identity, Ideology, and Othering in the Video Game “The Last of Us Part II”en_US
dc.typeThesisen_US
dc.Identifier.NIM21321230


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