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BAB I PENDAHULUAN 1.1 Latar Belakang Secara Singkat, Perang BAB I PENDAHULUAN 1.1 Latar Belakang Secara singkat, perang Vietnam adalah perang terpanjang dalam sejarah Amerika Serikat dan paling populer pada abad ke-20. Perang ini mengakibatkan hampir 60.000 pasukan Amerika Serikat yang menjadi korban dan sekitar 2 juta korban di pihak Vietnam. Awal mula Perang Vietnam ini adalah sekitar tahun 1953 hingga 1973 yang diawali oleh perang anti-kolonial melawan Perancis.1 Setelah Jepang menyerah kepada sekutu pada tahun 1945, Ho Chi Minh adalah seorang komunis yang menginginkan Vetnam merdeka dibawah bayang-bayang paham komunis. Akan tetapi Perancis sebagai negara yang telah menjajah Vietnam tidak menginginkan hal itu terjadi. Oleh karena itu pada tahun 1946, tentara Amerika datang untuk membantu Perancis dalam menjadikan Vietnam sebagai negara berpaham nasionalis. Namun, Amerika juga tidak mau Perancis tetap mengambil sepenuhnya dataran Vietnam.2 Oleh karena itulah untuk sementara waktu, Vietnam dibagi dua yaitu Vietnam Selatan yang berpaham Liberalis dan Vietnam Utara yang berpaham Komunis. Dari tahun 1968 hingga 1973, berbagai upaya dilakukan untuk mengakhiri konflik ini melalui diplomasi. Hingga pada akhirnya pada tahun 1973 terdapat sebuah kesepakatan yang dinama Pasukan Amerika Serikat ditarik dari Vietnam dan seluruh tawanan AS di 1The Vietnam War 1954-1975 (Chapter 26), hal. 883 diakses dalam http://www.kingherrud.com/uploads/3/7/5/9/37597419/chapter_26.pdf (28/2/2018, 09:12 WIB) 2Ibid 1 bebaskan. Pada bulan April 1975, Vietnam Selatan menyerah dan terjadilah penyatuan kembali negara Vietnam.3 Seiring berkembangnya zaman dalam berbagai bidang teknologi, dapat dipastikan bahwa pada zaman sekarang teknik untuk menggambarkan citra telah dikembangkan melalui berbagai cara dalam dunia entertainment yaitu sebagai contohnya adalah dalam bidang film, serial drama, musik, dan bahkan game pun sudah mulai dijadikan sebagai alat propaganda atau penyebaran citra.4 Setelah melihat keberhasilan Hollywood dalam memproduksi berbagai macam film, maka Amerika Serikat juga mencoba menciptakan teknik pencitraan baru menggunakan game yang dimana game mempunyai kelebihan tersendiri dalam menyebarkan suatu perspektif yaitu memberikan kualitas grafis serta jalan cerita yang menarik bagi para pemain yang cenderung mudah menerima semua konten yang tersaji di dalam game tersebut. Di dalam penelitian ini, penulis menyebutkan salah satu genre game bertemakan perang dan militer atau disebut dengan nama “Military-themed Video Games”5 yang dimana sebagai salah satu contoh kasus yang akan diambil adalah MVG berjudul Conflict: Vietnam. MVG dalam kasus yang ditulis di dalam penelitian ini difungsikan sebagai salah satu sarana dalam pembentukan perspektif atau citra/image yang dimana kita 3Overview of the Vietnam War, 2016, diakses dalam http://www.digitalhistory.uh.edu/era.cfm?eraid=18 (18/2/2018, 09:21 WIB) 4David A. Clearwater, 2006, Full Spectrum Propaganda The U.S. Military, Video Games and the Genre of the Military-Themed Shooter, tesis, Montreal, Tesis Departement od Art History and Communications Studies, McGill University 5Ibid 2 mengetahui bahwa Amerika Serikat merupakan negara superpower dalam segalanya terutama dalam bidang militer yang notabene merupakan genre utama dari MVG. Penggambaran citra yang dilakukan oleh Amerika Serikat melalui MVG tersebut merupakan salah satu perwujudan dari upaya dalam membentuk nation branding. Adanya upaya untuk melakukan branding telah menjelaskan bahwa adanya unsur keterlibatan dari berbagai kelompok-kelompok elit negara sebagai suatu substansi utama bagi para decision makers suatu negara dalam mengambil keputusan.6 Kepentingan nation branding dalam buku Viotti dan Kauppi dikelompokkan menjadi tiga masalah utama yaitu adanya eksistensi dan survival yang berarti suatu negara melakukan kepentingan atas dasar eksistensi atau pengakuan dari negara lain. Selain itu, adanya kepentingan ekonomi dan kesejahteraan masyarakat yang berarti kepentingan nasional dan berdampak kepada perekonomian dan kesejahteraan suatu negara. Faktor terakhir adalah adanya pelestarian nilai-nilai inti di dalam masyarakat yang artinya suatu negara perlu mengembangkan identitasnya agar nilai-nilai inti di dalam masyarakat dapat terjaga dengan baik.7 Terkait dengan tiga masalah utama dalam kepentingan nasional tersebut. Penulis hanya memfokuskan salah satu dari ketiga masalah tersebut yaitu adanya pelestarian nilai-nilai inti di masyarakat. Viotti dan Kauppi juga menyatakan di dalam bukunya yakni sebagai berikut: 6Azhari Setiawan, 2014, Military-Themed Video Games Sebagai Alat Propaganda Amerika Serikat, Jurnal Transnasional, Vol. 5, No. 2. Hal. 1060-1061 7Paul R. Viotti & Mark V. Kauppi, 2006, International Relations and World Politics, New York, Prentice, hal. 89 3 “…the preservation of a society’s core values can also be a vital interest. In many western states, for examples, democratic values and democracy are key elements of nation identity. They not only are reflected in the structure and functioning of the political system, but also help answer the questions, “Who are we, and what we stand for?...”8 Berdasarkan dari kutipan diatas telah diketahui bahwa untuk melakukan refleksi terhadap identitas suatu negara dapat dilakukan dalam berbagai cara. Keanekaragaman budaya suatu negara serta hadirnya dunia entertainment dapat menjadi instrumen dalam pembentukan citra melalui nation branding bagi seluruh negara di dunia termasuk Amerika Serikat.9 Dalam penelitian ini peran game sebagai salah satu contoh entertainment merupakan salah satu sarana bagi Amerika Serikat dalam mengembangkan identitasnya sehingga terbentuk citra dari identitas tersebut. Setelah melihat beberapa penjelasan diatas, maka penulis dapat membuat asumsi dalam penelitian ini yaitu adanya hubungan antara Amerika Serikat menggunakan sarana game bergenre Military-themed Video Games sebagai alat penggambaran citra demi terwujudnya nation branding yang sesuai dengan pelestarian nilai-nilai inti yakni identitas dan image Amerika Serikat sebagai negara superpower dalam bidang militer divisualisasikan melalui MVG berjudul Conflict: Vietnam. Setelah mengidentifikasi bahwa adanya asumsi hubungan antara video game bergenre MVG dengan pemerintah Amerika Serikat. Selanjutnya, penulis ingin 8Ibid 9Pilar Luz Rodrigues, The Construction of Cultural Softpower and Nation Branding through the Promotion of Language: The cases of the American Binational Centers and Chinese Confucius Institutes, Cultural Management at Centro Universitario SENAC Sao Paulo, hal.13 4 menjabarkan alasan pemerintah Amerika Serikat menggunakan MVG sebagai alat propaganda atau penggambaran citra dalam bidang militer terutama dalam studi kasus ini penulis hanya menggunakan salah satu MVG berjudul Conflict: Vietnam. Di dalam buku How Hollywood Projects Foreign Policy karya Sally Totman disebutkan bahwa seluruh negara-negara yang secara ideologi memiliki potensi konflik pasca perang dingin disebut sebagai negara bandit atau Rogue States.10 Maksud dari rogue states ini adalah adanya penyebaran pemikiran bahwa negara-negara yang berpotensi konflik tersebut adalah “penjahat” atau antagonis dari seluruh MVG dan militer Amerika Serikat sebagai tokoh antagonis. Contoh rogue states yang terdapat di berbagai game bergenre MVG adalah Iran (Kuma War II dan Call of Duty: Modern Warfare 3), Kuba (Call of Duty: Black ops I), Irak (Kuma War I), Korea Utara (Call of Duty: Black Ops I), Cina (Call of Duty: Black Ops II), dan Vietnam (Call of Duty: Black Ops I, Battlefield Vietnam, Conflict: Vietnam)11 dan masih banyak lagi rogue states yang terdapat di dalam MVG lain. Akan tetapi, di dalam penelitian ini penulis hanya memfokuskan salah satu rogue state yaitu Vietnam. Citra yang ingin ditampakkan Amerika Serikat melalui MVG berjudul Conflict: Vietnam sebenarnya sinkron dengan jalan cerita salah satu film Hollywood berjudul Rambo yang dimana di dalam konten film tersebut menampakkan identitas militer Amerika Serikat yang superpower. 10Sally Totman, 2009, How Hollywood Projects Foreign Policy, New York, Palgrave Macmillan, hal. 51 11Azhari Setiawan, Op. Cit., hal 1067-1068 5 Setelah beberapa penjelasan diatas, penulis dapat menarik benang merah asumsi alasan Amerika Serikat menggunakan Conflict: Vietnam yaitu: 1. Terbentuknya persepsi tentang kekuatan militer Amerika Serikat yang superpower hingga terpatri di dalam pikiran publik. 2. Adanya persepsi tentang Vietnam sebagai rogue state dan subjektifitas militer Amerika Serikat di dalam konten MVG berjudul Conflict: Vietnam. 3. Keberhasilan dalam membentuk citra bahwa di dalam game tersebut Amerika Serikat berperan sebagai pahlawan dan memenangkan Perang Vietnam.12 Game Conflict: Vietnam merupakan salah satu game buatan Amerika Serikat yang menceritakan tentang para tentara Amerika Serikat yang sedang melakukan invasinya ke daerah Vietnam Utara dengan paham liberalisnya melawan para pasukan Vietcong (Vietnam Utara) yang dikuasai oleh Uni Soviet pada saat itu. Game Conflict: Vietnam dirilis pada tanggal 3 September 2004 khusus di Amerika Serikat dan pada tanggal 5 Oktober 2004 game Conflict: Vietnam dirilis diseluruh dunia. Developer game ini adalah Pivotal Games.13 Pivotal Games adalah developer game strategi terkenal yang berasal dari Inggris. Mereka juga merilis game strategi terkenal lainnya seperti Conflict: Dessert Storm, Conflict: Global Storm, Conflict: Global Terror, Conflict: Denied Ops, dan The Great Escape. Sedangkan Publishers game Conflict: Vietnam ini adalah Square Enix Limited yang juga berasal dari Jepang dan Global Star Software 12Ibid.,
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