The Rise and Fall of E-sabong: Exploring Pitmaster through Digital and Physical Ethnography
Article
Pitmaster’s E-sabong (online cockfighting) portal is a neoliberal permutation of traditional cockfighting operating through the extension of the interface beyond the virtual space to its physical operational management. This research examines the role of speed in proliferating capitalistic ideologies by narrating the rise and fall of Pitmaster’s E-sabong through digital and physical ethnographies that highlight the “social pathology” it caused. Three spaces of the Pitmaster ecosystem are examined in this research. First, the operational management of E-sabong agents is explored through interviews to reveal the principle of speed permeating in their modus operandi. Second, the role of digital wallet apps such as GCash in accelerating the already speedy mechanics of Pitmaster was given focus to show the eventual downfall of the system. Finally, the design principle of the online sabong portal is examined to magnify the centrality of speed as its core feature. This study highlights how changes in speed within virtual systems can have a direct impact on the lived realities of the Filipino people interacting with such technologies of speed particularly gambling applications.
Ang Kapitalistikong Pagkalaro ng Ginhawa sa Pokémon Go at Pokémon Sleep
Article
Abstrak
Patuloy ang pamamayagpag ng prangkisang Pokémon sa pamamagitan ng pagtungo sa modelong freemium at pagpasok sa usapin ng ginhawa. Makikita ang dalawang tunguhin na ito sa mga larong Pokémon Go at Sleep na libre at aksesible. Sinuri ang Pokémon Go at Sleep gamit ang mga katangian ng pagkalaro ni Jesper Juul upang ipakita kung paano isinalaro ng mga larong aplikasyon na ito ang usapin ng ginhawa na nakahilig sa Kanluraning konsepto nito at isang umuusbong na usapin sa sektor ng pampublikong kalusugan. Ipinakita ng mga larong Pokémon Go at Sleep na mamumuhunan ang mga manlalaro ng kanilang oras, enerhiya at kapalit ng libreng akses sa laro sa lohika ng pagkalaro. Gayon din, upang mapabilis ang usad sa loob ng laro, maaaring gumastos ang mga manlalaro kapalit ng mga bagay sa loob mismo ng mga laro. Binigyang diin din ng papel kung paano binigyang katuwiran ng mekanismo ng laro ang pamumuhunang ginagawa ng mga manlalaro. Tinahak ng prangkisang Pokémon ito ang usapin ng ginhawa sa pamamagitan ng pagkamal ng tubo sa pamamagitan ng mga larong ito, katuwang ang mga platapormang digital para sa mobile phone tulad ng Google Play at Apple at ng iba pang mga kumpanya
Abstract
The Pokémon franchise prevails through the utilization of the freemium game model and capitalizing on the theme of wellness. The franchise capitalizes on the theme of wellness by making the games Pokémon Go and Pokémon Sleep free and accessible through its distribution platforms. Using the characteristics of gameness of Jesper Juul, this paper describes how the games gamified wellness geared towards Western conceptualization and the current situation of Philippine public health. Both Pokémon Go and Pokémon Sleep showcase how players invest their time and energy in exchange for free access and play of the games according to features of gameness. At the same time, players have the option to spend money to gain advantage in these games. These investments of time, energy and money were justified by the mechanisms of the game and the theme of wellness was capitalized by the franchise alongside the distribution platforms like Google Play and Apple and other companies.
A Communication Approach Towards Decent Work Measurement: The Case of Filipina Gig Workers Using Online Platforms
Article
This paper proposes the use of a communication approach to decent work measurement, arguing on (1) the interdisciplinary nature of decent work, (2) the mediated aspect of gig work using platforms, and (3) the use of a communicative lens to center the experiences of women in the Global South. As a communication theory, Dutta’s Culture-Centered Approach (CCA) tenets—culture, structure, and agency—were applied to the narratives on working aspirations (i.e., opportunities, social protection, adequate working time and workload, meaningful remuneration, and health and safety) of Filipina gig workers using online platforms. With the goal of empirical saturation, in-depth interviews were conducted among thirty-two informants, including those involved in transactional transfer work in major delivery services, local delivery services, and independent work through social media. The online platforms included applications by major transport and delivery service providers in the Philippines (i.e., Grab, Angkas, Joyride, Lalamove) and those that use social media platforms, particularly Facebook and Facebook Messenger. Findings reveal rich and gendered work experiences on working aspirations. These narratives were then translated into decent work measures.
Optimizing Streaming Applications in Radio Dahlia’s Public Relations Strategy to Enhance Digital Relevance
Article
Abstract
Digital technology has brought significant innovations to the broadcasting field in the present era. Although media convergence has introduced positive changes, challenges arise for conventional media such as radio stations. Radio stations are confronted with the dilemma of either adapting to or navigating through this change, particularly for Radio Dahlia 101.5 FM Bandung, which has been on the air since 1970. Streaming technology utilization and radio applications may offer solutions for radio to adapt to changing times. Streaming applications function as tools for promotion and interaction with listeners, fostering close relationships through interactive content and active listener engagement activities. Program innovation, integration of the streaming application, and direct interaction with listeners aid radio in building a strong bond between broadcasters and listeners. A qualitative research method with descriptive approach is employed in this paper. Four informants were selected through purposive sampling techniques for interviews, observations, and literature studies. Data analysis involved three stages, then validated using triangulation. The research findings demonstrate how Radio Dahlia utilizes streaming applications as a cornerstone of its public relations strategies to sustain its market presence. Through features like live streaming, podcasts, and interactive features, Radio Dahlia successfully maintains a strong and relevant relationship with listeners in the digital era.
Abstrakt
Teknologi digital telah menghadirkan inovasi signifikan dalam bidang penyiaran pada era saat ini. Meskipun konvergensi media membawa perubahan positif, tantangan muncul bagi media konvensional seperti stasiun radio. Radio dihadapkan pada dilema untuk beradaptasi atau hanya bertahan menghadapi perubahan tersebut, khususnya bagi Radio Dahlia 101.5 FM Bandung yang telah mengudara sejak tahun 1970. Pemanfaatan teknologi streaming dan aplikasi radio menawarkan solusi bagi radio untuk menyesuaikan diri dengan perkembangan zaman. Aplikasi streaming berfungsi sebagai alat promosi sekaligus media interaksi dengan pendengar, memperkuat kedekatan melalui konten interaktif dan aktivitas keterlibatan pendengar yang aktif. Inovasi program, integrasi aplikasi streaming, dan interaksi langsung dengan pendengar membantu radio membangun ikatan yang kuat antara penyiar dan audiens. Penelitian ini menggunakan metode kualitatif dengan pendekatan deskriptif. Empat informan dipilih melalui teknik purposive sampling untuk diwawancarai, diamati, dan dilibatkan dalam studi literatur. Analisis data dilakukan melalui tiga tahap, kemudian divalidasi menggunakan triangulasi. Temuan penelitian menunjukkan bahwa Radio Dahlia memanfaatkan aplikasi streaming sebagai landasan strategi hubungan masyarakat (public relations) untuk mempertahankan eksistensi pasar. Melalui fitur seperti live streaming, podcast, dan konten interaktif, Radio Dahlia berhasil menjaga hubungan yang kuat dan relevan dengan pendengar di era digital.
Alliance Building as a Communicative Action by Anti-Mining Advocates in the Philippines
Article
As we assert the role of communication as an empowerment tool (Rowlands, 1997) and perceive how effective democracies depend on an understanding of the sources and mechanisms of public discontent (Matejova, 2023), this study mainly focuses on how communication enables alliance building of environment advocates, especially in a deeply polarized issue of anti-mining as applied by Alyansa Tigil Mina (ATM). In gathering the data, a combination of procedures was employed to capture a rich picture of the phenomenon: (1) document analysis, (2) participant observation, (3) photo-elicitation, and (4) in-depth interview. Data analysis was performed by following the steps in grounded theory. The findings of this study are presented in a theoretical model that demonstrates that the advocates’ communicative approach is a complex process consisting of motivations of the advocates for joining in the campaign, intervening conditions, use of various communication strategies, and outcomes, which are all constitutive to how alliance building as communication for development operates.
Revealing the Differences: Resexualization in the Textual Pluralities of Video Games
Article
Video games can be graphically or narratively overhauled through remasters, remakes, or other forms of textual pluralities to adjust to current game platforms. One of the adjustments is resexualization, narrative and mechanical transformations of bodily and gendered identities of the revisited characters. Drawing upon Gill’s (2003) resexualization of women’s bodies in media, Klein and Palmer’s (2016) textual pluralities, Purnomo et al. (2019) intertextual losses, and Krauss’ (2006) narrative negotiation on a corpus of games along with their textual pluralities, we attempted to explain resexualization in games by classifying resexualization, intertextual losses, and strategies to prevent intertextual losses. Spradleyan domain, taxonomy, componential, and cultural theme analyses were applied in the study. We formulated two types of resexualization namely resexualization type 1 (RT1) and type 2 (RT2) with the former related to gender-bending and latter to sexual objectification and de-objectification. These resexualizations trigger intertextual losses on identity and belonging. To prevent intertextual losses, three strategies are also formulated namely signaturization, alternation, and intratextualization. Game developers could employ the results of this study as a consideration when deciding to resexualize their characters in the context of textual pluralities.
Ranting as Rhetorically Responsive Social Actions on Sports-Talk Radio: A Critical Discursive Approach
Article
This study uses a critical discourse analytic approach to examine the use of rants by callers on a prominent sports-talk radio show. Rather than being simply invective or contentious forms of social interaction, the findings show that rants are typically carefully constructed social actions that often use disclaimers to manage strong epistemic stances regarding knowledge of both the sporting events and sports culture. Rants are often created in opposition to other caller’s comments, making them rhetorically responsive. Rants also generally solicited intersubjective affiliation from the talk show host and displayed carefully crafted, accountable identities that reflect stylistic forms of communication and cultural norms. The up-close, discursive orientation reveals the multifunctionality of ranting in sports-talk radio interactions.
Ang Paglalaro ng Politika, ang Politika ng Paglalaro: Ang Kulturang Politikal sa Sistema’t Disenyo ng Video Game na Political Animals
Article
Abstrakt
Sinusuri ng artikulong ito ang Political Animals, isang turn-based election strategy game na nilikha ng isang Filipinong video game developer na Squeaky Wheel at inilathala noong 2016. Binibigyang-tuon ng pagsusuri ang disenyo’t sistema ng paglalaro ng Political Animals at kung paano nito tinatangkang hulíhin ang kulturang politikal ng halalan sa Pilipinas tulad ng pagtuon sa personalidad, ang pamamayani ng politikal na pagpapadrino, at ang pamamayani ng paggamit ng eskandalo bilang estratehiya ng pagtutunggali ng mga kandidato. Pinahahalagahan ang mga tagumpay at limitasyon ng video game ng pagsasasistema na ito ng kulturang politikal at tatalakayin kung ano ang sinasabi ng laro tungkol sa halalan at politika ng Pilipinas. Mula sa formalistikong pagsusuring ito’y binibigyan ng pansin kung paanong maaaring maging paraan ng pagpapamulat ang mga video game tulad ng Political Animals sa mga isyung panlipunan at politikal ng Pilipinas. Magtatapos ang artikulo sa pagtatáya sa iba’t ibang paraan na maaaring magamit ng mga video game tulad ng Political Animals hindi lamang upang magpamulat sa mga manlalaro kundi maging pundasyon tungo sa posibilidad ng politikal na pagbabago sa labas ng video game.
Abstract
This article analyzes Political Animals, a turn-based election strategy game that was made by the Filipino game developer Squeaky Wheel and released in 2016. The analysis focuses on the design and system used by Political Animals as it attempts to capture the political culture of elections in the Philippines especially the focus on personality politics, the dominance of patronage politics, and prevalence of the use of scandal in the battle between candidates. The successes and limitations of systemizing this political culture is highlighted and what the game says about the elections and politics in the Philippines is also discussed. From a formalist analysis of the game, the article discusses how video games like Political Animals can be a means to show social and political issues of the Philippines. At the end of the article, the different strategies that are used by video games like Political Animals is discussed and how these not only raise the political consciousness of players but also how these can be a foundation for political change outside the video game.
