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dc.contributor.authorKristono, Lany-
dc.date.accessioned2014-06-03T06:12:43Z-
dc.date.available2014-06-03T06:12:43Z-
dc.date.issued2013-11-
dc.identifier.isbn978-979-1098-46-3-
dc.identifier.urihttp://repository.uksw.edu/handle/123456789/4231-
dc.descriptionThe 7th International Seminar 2013 “Language Policy and Planning: What are the Issues?” Salatiga, November 20 – 21, 2013 ; p. 180 – 185id
dc.description.abstractVideogames have been considered to be one reason behind the increasing violence in today's life. However, considering that they seem to be an inseparable part of the young generation's life and that as a form of popular culture they are a site of contestation between the dominant and subordinate cultures, this paper would like to dig out how videogames can be manipulated as a medium to create good social members. To reach the objective, critical media literacy would be utilized because it enables viewers and learners to independently question exposed information in the dominating media culture at present; thus to be critical users of a popular culture productid
dc.language.isoen_USid
dc.publisherFaculty Language and Literature of Satya Wacana Christian University - Widya Sari Pressid
dc.subjectvideo gamesid
dc.subjectcritical media literacyid
dc.subjectpower and informationid
dc.subjectideologyid
dc.titleUtilizing Videogames to Shape Good Social Members: a Critical Media Literacy Perspectiveid
dc.typeProceedingid
Appears in Collections:The 7th International Seminar 2013 "Language Policy and Planning: What are the Issues?"

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