Aisyah Syihab
Program Studi Psikologi, Fakultas Psikologi, Universitas Pancasila, Jakarta, Indonesia

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Problem Solving Penggemar Komik Detektif Conan di Toko Buku Gramedia Jalma, Melalui Pemecahan Kasus Pembunuhan Fiktif Aisyah Syihab
Devotion : Jurnal Pengabdian Psikologi Vol. 5 No. 01 (2026): Mei
Publisher : Fakultas Psikologi Universitas Pancasila

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64228/1tb0xp96

Abstract

During the launching of Detective Conan Comic Volume 106 in Jakarta, a community service activity was held featuring a game to solve a fictional murder case titled Crime Scene Investigation: Whodunnit. The activity aimed to train the problem-solving skills of fans of Detective Conan and provide them with the opportunity to role-play as detectives by solving murder cases like their idol. Case solving and role-playing can serve as an adaptive coping mechanism for Detective Conan comic fans from their daily problems. This training involved presenting a fictional murder case and observing participants’ problem-solving behavior. This activity was attended by 83 participants, who were divided into eight groups. The participants' age range was 10 to 40 years. Participants were asked to discuss within their respective groups to guess and analyze which of the four individuals was the murderer. Based on the participants' answers, 4 out of 8 groups correctly identified the murderer. One group even managed to answer correctly in the fastest time, which was 25 minutes. It can be concluded that the participants were already accustomed to guessing fictional murder cases from the stories they read in Detective Conan comics so that they are able to do problem solving to solve the case in a short time. Furthermore, they enjoyed the case-solving game because they could experience role-playing as detectives, which can serve as one of their adaptive coping mechanisms.