GAME VISUAL NOVEL SEBAGAI PRODUK INDUSTRI KREATIF DIGITAL: ANALISIS SIMBOLIK “TWIST MAJAPAHIT”

Dendi Pratama, Winny Gunarti Widya Wardhani, Taufiq Akbar

Sari



Progress in the field of information technology enables the digital creative industry products such as game more potential in the development of creative economy based media. Digital creative industry product can be be referred to as a cultural product because it contains ideas, symbols, as well as a view of life associated with cultural values in where the product was made. As a work of visual communication design, the product of visual novel “Twist Majapahit” that set in Indonesian culture can be referred to as a product cultural industry. This study analyzes the Visual Novel, the work of creators Indonesia Kawamata Hiruma, as an audiovisual game design of the Kingdom of Majapahit. The discussion uses qualitative approach with reference to the signification theory of Charless Peirce. Menthod of the signs reading as symbol based on the criteria of human creativity, vehicles for symbolic messages, an intellectual property. The analysis showed that the Visual Novel “Twist Majapahit” can be the games that educate and entertain because it contains messages of symbolic culture throught the creation of its visual character, and has intellectual property that is worth selling. This Product can also be a scientific reference for game developers to  improve the creativity throught the contents of local culture

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Referensi


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