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PERANCANGAN MEDIA INFORMASI UNTUK MENANGGULANGI KECANDUAN GAWAI PADA ANAK Evelyn Lumanta; Peter Rhian Gunawan; Miki Tjandra
Serat Rupa: Journal of Design Vol 3 No 1 (2019): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v3i1.1055

Abstract

Research has shown that gadgets can give negative impacts on children, especially those on the early childhood stages. The development side of the early childhood stages is pertained to be vital and important for their growth, and it can be damaged permanently by the overuse of gadgets. One of the important factor is parent’s lack of knowledge about this damage on the early childhood stage, hence there is a need for an informative media about the damage on gadgets addiction on early age children. The purpose of this project is to provide an informative media that can clarify the damage of this gadget addiction, and also to give the parent’s the solution for the addictions. With the appropriate applications of UI (User Interface) and UX (User Experience) design, the right informative media can give clear information for the parents to be wise on their kid’s gadgets usage. The methods used in this design are based on qualitative research dan development method, implementing research from literature studies, interview, survey and field observation. The collected datas are explained and made into conclusion. The conclusion is used as the base of the informative media design. The final results will take form in website, as it is accessible from many locations, and ambient media as one of the ways to bring back the awareness for this issue. The informative medias would be made as attractive as possible so it is interesting and easier to understand for the parents of the early age children.
KAJIAN REPRESENTASI INDONESIA PADA KARAKTER GATOTKACA DALAM GIM MOBILE LEGENDS MENGGUNAKAN METODE TRIANGULASI Peter Rhian Gunawan; Berti Alia Bahaduri
Serat Rupa: Journal of Design Vol 4 No 2 (2020): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v4i2.2038

Abstract

Gatotkaca is one of the famous heroes in Indonesian pop culture originating from the Mahabharata Indian literary work. In Indonesia, Gatotkaca is widely displayed in puppet shows. In modern times, Gatotkaca has been widely adopted into advertisements, comic books, caricatures, and recently into an online game called Mobile Legends Bang Bang. In Indonesia, Mobile Legends Bang Bang has the largest number of players compared to the number of players from other parts of the world. In the development of the game, Mobile Legends makes the hero was taken from Indonesia, Gatotkaca, into their list of heroes that can be chosen by players. The developer of this game hopes that this character can represent players from Indonesia and add to the appeal of this game. The initial assumption of this research is that the generation of players aged 15-30 years possibly does not recognize the Indonesian characteristics in the character visualization developed by Monsoon since this company is a global company that is not from Indonesia. This study aims to explore the extent to which young Indonesian players can recognize the Gatotkaca character in the Mobile Legends game and find out what myths Monsoon wants to build through the Gatotkaca character, which makes Indonesian players interested in playing it. Researchers use questionnaires and focus group discussions in gathering the necessary information. The results from the respondents and FGD then triangulated with Barthes's semiotics to compare data. The mythical representation found is that the character of Gatotkaca is the only male hero representing Indonesia who has the power of a god, very masculine and unfriendly, but has the majesty of a king. Respondents can identify Gatotkaca as characters from Indonesia based on visual costumes, but not all visual aspects of Gatotkaca represent Indonesia. In addition, there are misperceptions by generations of players from 15-30 years of the Indonesian identity. The existence of Gatotkaca characters does not affect their character selection when playing Mobile Legends.