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REPRESENTASI BUDAYA MINUM KOPI DALAM GAME VISUAL NOVEL COFFEE TALK latifah safarina; Hafiz Aziz Ahmad
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1397

Abstract

Games are a form of design that is growing along with the development of design and technology. Games as part of mass media are able to represent a value or point of view, shape understanding by building, conveying and repeating various meaning constructions. The visual novel game Coffee Talk developed by Indonesian game developer Toge Productions, shapes and represents the phenomenon of coffee drinking culture as the main narrative. Coming at the right time along with the development of this culture both in the world and Indonesia itself. Therefore, this research will explain the representation of the phenomenon of coffee drinking culture formed in Coffee Talk game. The research method used in this research is a qualitative method with descriptive analysis. It is conducted to produce an in-depth understanding about elements used in the representation. The results of the research reveal that the Coffee Talk game is able to represent the phenomenon of coffee drinking culture well, through narrative, gameplay, character, visual background, background music (bgm) and game atmosphere formed based on reality.
Depictions of Socio-Cultural Elements in the Anime Series Attack On Titan Through Content Analysis Method Nada Faradilla; Hafiz Aziz Ahmad
Satwika : Kajian Ilmu Budaya dan Perubahan Sosial Vol. 7 No. 2 (2023): Oktober
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/satwika.v7i2.28147

Abstract

Attack On Titan (進撃の巨人), adapted from the shonen manga series written and illustrated by Hajime Isayama, was chosen as the subject of study due to its weighty themes and visually appealing presentation. Several elements of this anime touch upon socio-cultural conditions in the real world, allowing viewers to resonate with the fictional world of Attack On Titan. Moreover, its depiction of graphic violence and implementation of social phenomena such as war and politics, provoke controversy among its audience. The purpose of this research is to analyze the visualization and frequency of socio-cultural themes in the anime Attack On Titan, as well as to formulate an understanding of its relevance to the representation of socio-cultural conditions and issues both in Japan and the world. This qualitative descriptive research employs content analysis as the method to analyze the socio-cultural elements present in Attack On Titan and their frequency of appearance.  The research utilizes Mayring's Step Model of Inductive Category Development, employing an inductive approach to identify and categorize the socio-cultural elements within the anime. The research findings show that Attack On Titan uses symbolism to effectively represent Japanese culture and socio-cultural conditions. This adds novelty and depth to the animation while conveying the creator's intentions and cultural themes.   Attack On Titan (進撃の巨人), diadaptasi dari seri manga shonen yang ditulis dan diilustrasikan oleh Hajime Isayama, dipilih sebagai subjek penelitian karena temanya yang berbobot dan presentasi yang menarik secara visual. Beberapa elemen anime ini menyentuh kondisi sosial budaya di dunia nyata, memungkinkan penonton untuk beresonansi dengan dunia fiksi Attack On Titan. Selain itu, penggambaran kekerasan grafis dan implementasi fenomena sosial seperti perang dan politik dalam anime tersebut menimbulkan kontroversi di kalangan penontonnya. Tujuan dari penelitian ini adalah menganalisis visualisasi dan frekuensi kemunculan tema sosiokultural dalam anime Attack On Titan, serta merumuskan pemahaman tentang relevansinya terhadap representasi kondisi dan isu sosiokultural baik di Jepang maupun di dunia. Penelitian deskriptif kualitatif ini menggunakan analisis isi sebagai metode untuk menganalisis unsur-unsur sosial budaya yang ada dalam Attack On Titan dan frekuensi kemunculannya.  Penelitian ini menggunakan Model Langkah Pengembangan Kategori Induktif Mayring, menggunakan pendekatan induktif untuk mengidentifikasi dan mengkategorikan unsur-unsur sosial-budaya dalam anime. Temuan penelitian menunjukkan bahwa Attack On Titan menggunakan simbolisme untuk secara efektif mewakili budaya Jepang dan kondisi sosial budaya. Ini menambah kebaruan dan kedalaman animasi sambil menyampaikan maksud pencipta dan tema budaya.
Fear Emotion of Reading the Horror Webtoon “Kemala” with Background Music Ahmad Zulkifli; Hafiz Aziz Ahmad
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.14003

Abstract

Technological innovations in webtoons, such as the capability of adding background music, change the comic reading experience and thus deserve further research. One of the comic titles that uses this feature is the well-known Indonesian horror comic, Kemala. Background music is known to be an important component in audio-visual media, especially in the horror genre. Indeed, it functions as a tool for eliciting emotions of fear that match the horror narrative. Essentially, the horror genre aims to scare its audience. Having an additional source of horror through the usage of background music might help horror webtoons achieve their goal. It is imperative to have specific research that examines the effect of background music on the emotion of fear in reading horror webtoons. This study, using the horror comic Kemala, conducted a two-group experimental approach: one group read the comic without music while another group read the comic with music to measure the differences in the emotion of fear using a questionnaire. Finally, a Mann-Whitney U Test was done using SPSS; it was found that there was a significant difference in fear levels between the groups. Thus, reading Kemala with background music provides a scarier reading experience.