Perlindungan Hukum terhadap Game DreadOut dari Pembajakan di Situs Ilegal menurut Undang-Undang Hak Cipta
DOI:
https://doi.org/10.62383/majelis.v2i4.1371Keywords:
Copyright, Digital Game Industry, Enforcement of Law, Piracy, Protection of Intellectual PropertyAbstract
The rapid development of digital technology has driven the advancement of the gaming industry in Indonesia, including the emergence of local games such as DreadOut by Digital Happiness, which has gained international recognition. However, this success is accompanied by serious challenges in the form of piracy through illegal websites that harm copyright holders. This study aims to analyze the legal protection of the game DreadOut against piracy practices based on Law Number 28 of 2014 concerning Copyright. The method used is a normative juridical approach through statutory analysis and literature study. The findings show that DreadOut is a copyrighted work categorized as a video game and is legally protected. Nevertheless, law enforcement against piracy still faces various obstacles, such as the complaint-based offense system, low public awareness, and the ease of access to piracy sites. Therefore, stronger inter-agency cooperation, policy reforms to shift complaint-based offenses into ordinary offenses, and public education to increase respect for intellectual property rights are needed. Effective legal protection will support the growth of the local gaming industry and ensure the sustainability of Indonesian creative works in the digital era.
Downloads
References
Admin. (2020). Pendapatan mencapai Rp56 miliar, DreadOut jadi game Indonesia tersukses? Game Indozone.
Anggreni, L. D. V. (2022). Analisis pelanggaran hak cipta terhadap game bajakan di e-commerce Shopee. https://doi.org/10.31219/osf.io/ue392
Bachtiar. (2018). Metode penelitian hukum (O. Yanto, Ed.). Unpam Press.
Dahen, L. D., & Rasyidi, A. (2019). Perlindungan hukum bagi pemegang lisensi hak cipta game online terhadap pihak ketiga sebagai pembuat program modifikasi. Jurnal Eksekusi, 1(2), 156–180. https://doi.org/10.24014/je.v1i2.8428
Dilaga, R. A. S. (2014). Perlindungan hukum terhadap pencipta software game dalam perspektif undang-undang nomor 28 tahun 2014 tentang hak cipta. Jurnal IUS Kajian Hukum Dan Keadilan, 4(2), 24–33.
Endah, N. (2024). Indonesia jadi negara dengan gamer terbanyak kedua di dunia, total 119 juta pemain! URBAN VIBES.
Hikmah, F., Yanto, A., & Ariski, K. (2023). Perlindungan hak ekonomi bagi pemilik hak cipta dalam perspektif hukum kekayaan intelektual di Indonesia. Pendidikan Dan Konseling, 5(2), 2257.
Irawan, V. (2021). Analisis yuridis terhadap pelanggaran hak cipta permainan video (video games) berupa pembajakan secara online. JIPRO: Journal of Intellectual Property, 3(2), 35–52. https://doi.org/10.20885/jipro.vol3.iss2.art3
Kuncorojati, C. (2020). Game horor lokal DreadOut 2 rilis 20 Februari 2020. Medcom.Id.
Magdariza, M. (2023). Analisa yuridis terhadap hak ekonomi dan hak moral berdasarkan undang-undang hak cipta dalam rangka liberalisasi perdagangan. UNES Law Review, 5(4), 2150–2159. https://doi.org/10.31933/unesrev.v5i4.590
Makkawaru, Z., Kamsilaniah, & Almusawir. (2021). Hak kekayaan intelektual seri hak cipta, paten, dan merek (Cet ke-1). Farha Pustaka.
Marandanis, M. R., Zacharias, B. R., & Revelino, R. (2023). Analisis budaya visual pada game Dreadout. Seminar Nasional Desain Dan Media, 46–60.
Muhaimin. (2020). Metode penelitian hukum (Cetakan Pe). Mataram University Press.
Mulachela, A. (2020). Analisis perkembangan industri game di Indonesia melalui pendekatan rantai nilai global (Global Value Chain). Indonesian Journal of Global Discourse, 2(2), 32–51. https://doi.org/10.29303/ijgd.v2i2.17
Mulyawan, M. (2020). Pentingnya hak kekayaan intelektual bagi seorang developer. Jurnal Hukum Bisnis Dan TI, Jurnal Ilmu-Ilmu Informatika Dan Manajemen STMIK, January.
Nugroho, K. A., & Nasution, K. (2025). Perlindungan hukum bagi pengguna game online dirugikan karena tutupnya sistem elektronik game online di Indonesia secara sepihak. Journal Evidence Of Law, 4(1), 44–50. https://doi.org/10.59066/jel.v4i1.958
Nurogo, A. B. (2025). DreadOut, game horor kebanggaan Indonesia. Rri.Co.Id.
Oro, S. T. P., Syamsudin, & Pasaribu, B. K. (2024). Tinjauan yuridis terhadap tindak pidana peredaran kaset bajakan video game berdasarkan undang-undang nomor 28 tahun 2014 tentang hak cipta. DEDIKASI: Jurnal Ilmiah Sosial, Hukum, Budaya, 25(1), 49–64. https://doi.org/10.31293/ddk.v25i1.8003
Rizgy Syailendra, M., & Natashya. (2024). Pemberantasan produk bajakan dan tindakan hukum di Indonesia: Studi kasus upaya pemerintah. Journal of Education Research, 5(1), 197–216. https://doi.org/10.37985/jer.v5i1.558
Sutriyanto, E. (2024). AGI: Pendapatan industri game Indonesia Rp23,8 triliun sampai Rp31,7 triliun di 2024. Tribun News.
Triana, N. (2018). Menggagas hak kekayaan intelektual perspektif hukum Islam ke dalam hukum nasional. Al-Manahij: Jurnal Kajian Hukum Islam, 12(2), 177–192. https://doi.org/10.24090/mnh.v12i2.1747
Wanda, S., Agri, R., & Isradjuningtias, C. (2025). Analisis perlindungan hukum hak cipta dalam industri game: Studi kasus Mobile Legends dan League of Legends. Jurnal Riset Multidisiplin Edukasi, 2(5), 29–48. https://doi.org/10.71282/jurmie.v2i5.258
Yuwono, A. I. (2021). Eksistensi developer game independen Indonesia (Studi kasus eksistensi developer game independen Agate Studio, Creacle Studio, dan Digital Happiness dalam perspektif ekonomi politik komunikasi). Jurnal Media Dan Komunikasi Indonesia, 2(1), 22. https://doi.org/10.22146/jmki.63054
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Majelis: Jurnal Hukum Indonesia

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



