REPRESENTASI FETISISME MOBILE SUIT GUNDAM SEED FREEDOM SEBAGAI KAJIAN SEMIOTIKA DALAM BUDAYA IKONIK MECHA

Mario Alvine Wangarry

Sari


Pop culture is a global phenomenon, appearing in the late 20th and early 21st centuries, popular culture includes a lot of things, namely Japan manga or comics, anime, or Japan animated cartoon films, video games, and idol culture. One of the most in-demand anime genres is mecha. Mecha genre, a science fiction genre that emphasizes the role of giant robots driven by humans in the main story. The design of these giant robots is inspired by the culture that has existed so far. This research aims to describe the visual, historical and cultural meanings of Gundam Unicorn. The method used in this study is a qualitative descriptive method, data collection is carried out by observation and analysis as well as literature studies, to support the theory of this research. The results of the analysis include an analysis of the meaning of the sign in the Gundam Unicorn character, the process of representation of Japan fetishism in Gundam, how the samurai figure transforms into the Gundam Unicorn figure and the samurai element in Gundam Unicorn. Semiotics in visual communication design, exists to explain the phenomenon of a visual, this study serves as a reference for future research, about visual analysis of characters with research methods and the presentation of the results of data analysis directed at explanations with narrative descriptions of words and statements.

Keyword: Fetishism, Design, Mecha, Gundam, and Semiotics.


Teks Lengkap:

PDF

Referensi


Alfian , Rezza Agus. Jurnal Barik, 2020. Representasi makna pada karakter kadita dalam game online Mobile Legends Bang Bang, Vol. 1 No. 1, pp 169-182.

Andik, K., et al. (2018). Penerapan Arsitektur Futuristik Terhadap Bangunan Gundam Base Indonesia di Jakarta. Jurnal Arsitektur PURWARUPA. 2(1).

Azizah, S. (n.d.). Analisis Penerapan Kawaii-Bunka Sebagai Produk Japanese Popular Culture Pada Desain Kemasan Produk Makanan Ringan di Jepang. 7(1), 59–69.

Barder, Ollie, (2016). “Kunio Okawara, The Man Who Designed 'Gundam' And Created The Profession Of Mechanical Design” diunduh pada Tanggal 23 Juni , 2022, dari https://www.forbes.com/sites/olliebarder/2016/07/29/kunio-okawara-the-man-who-designed-gundam-and-created-the-profession-of-mechanical-design/?sh=40532cfe39db

Barnard, M. (2011). Fashion Sebagai Komunikasi: Cara mengkomunikasikan Identitas Sosial, Seksual, Kelas dan Gender (terjemahan). Yogyakarta: Jalasutra.

Barthes, Roland. 2004. Mitologi, (Terj. Nurhadi & Sihabul Millah). Yogyakarta: Kreasi Wacana.

Boradkar, P. (2010). Designing Things: A Critical Indroduction to the Culture of Objects. New Yorks: Berg.

Craig, T. J. (2000). Japan Pop! Inside The World of Japanese Popular Culture. New York: M.E. Sharpe, Inc, 2000.

Damayanti, Christie, (2018). “Gundam", Tokoh Futuristik dan Ikon Budaya Pop Jepang” diunduh pada Tanggal 6 April , 2022, dari https://www.kompasiana.com/christiesuharto/5b87a1056ddcae65bf70b0f4/Gundam-tokoh-futuristik-dan-icon-budaya-pop-jepang

Franco, Zeno & Blau, Kathy & Zimbardo, Philip. 2011. Heroism: A Conceptual Analysis and Differentiation Between Heroic Action and Altruism, pp1-15.

Hendara, Andrian, (2021). “Yoshiyuki Tomino Meraih Penghargaan Person of Cultural Merit Tahun Ini” diunduh pada Tanggal 5 April , 2022, dari https://japanesestation.com/entertainment/showbiz/yoshiyuki-tomino-meraih-penghargaan-person-of-cultural-merit-tahun-ini.

Iswanto, Rendy. 2022. Fetisisme Samurai pada Desain Budaya Populer Mecha, Vol. 22 No. 1, pp18-26.

Koh, Ignatius, (2017). “Patung Gundam Unicorn di Odaiba” diunduh pada Tanggal 4 April , 2022, dari https://id.japantravel.com/tokyo/patung-Gundam-Unicorn-di-odaiba/41588

MacWilliams, M. (ed.) (2011). Japanese Visual Culture: Explorations in the World of Manga and Anime. New York: M.E. Sharpe.

Mark, S., et al. (2002) Animerica: Gundam Official Guide. San Fransisco: Viz Communications.

Pramono, Wahyu Seto. 2017. Semiotika Gundam RX-78-2 sebagai hero dalam anime Mobile Suit Gundam. UPT Perpustakaan ISI Yogyakarta, pp 1-64.

Pujileksono, S. (2015). Pengantar Antropologi: Memahami Realitas Sosial Budaya. Malang: Intrans Publishing, hal. 43.

Putra, Yusuf Bima. 2016. Helm Samurai Dalam Penciptaan Seni Kriya Logam, UPT Perpustakaan ISI Yogyakarta, pp 1-12.

Ratna, D. F. (2015). Konsep Etika dalam Bushido.

Ray, Amuro, (2012).”Mobile Suit Gundam Unicorn” diunduh pada Tanggal 10 Maret , 2022, dari https://Gundam.fandom.com/wiki/Mobile_Suit_Gundam_Unicorn

Schuster, Gregory P. 2010. Unmasking Mecha Identities; Visual Media Perspectives on Posthumanism in Japanese Popular Culture, Vol. 1 No. 1, pp10-30.

Simmons, Mark, (2022). “Production History: Mobile Suit Gundam” diunduh pada Tanggal 23 Juni, 2002, dari http://www.ultimatemark.com/gundam/production/firstgundam.html

Tennant, John. 2006. Mobile Suit Gundam and the Japanese Memory of War, Vol. 1, pp 1-28.

Tim Dant. (1996). Fethishism and the Social Value of Objects. Lancaster University. 44(3): 495-516. ISSN 0038-0261.

Wahyu, S. P. (2017). Kajian Semiotika Gundam RX-78-2 Sebagai Hero dalam Anime Mobile Suit Gundam (1979-1980).

Waluyo, Vinsensa Audrey Roseline. (2022). Analisis Semiotika Desain Karakter Silverash Pada Game Arknights. Jurnal Barik, Vol 3, No. 2, pp 78–88.


Refbacks

  • Saat ini tidak ada refbacks.


(LPPM) Universitas Indraprasta PGRI

Kampus A Building 3, 2nd Floor | Jl. Nangka No. 58 C (TB. Simatupang), Kel. Tanjung Barat, Kec. Jagakarsa, Jakarta Selatan 12530, Jakarta, Indonesia.