STUDI KOMPARATIF PADA TOKOH GATOT KACA DALAM PERMAINAN DIGITAL “MOBILE LEGEND BANG-BANG” DAN KOMIK “GARUDAYANA” KARANGAN IS YUNIARTO DENGAN PENDEKATAN SEMIOTIKA

  • Nadya Nadya esain Komunikasi Visual, Fakultas Teknologi dan Desain, Universitas Bunda Mulia
Keywords: Gatot Kaca characters, Peirce semiotics, comics, digital games

Abstract

Gatot Kaca, is one form of cultural assimilation between its native region, namely Indian literature with the Java region, Indonesia in the form of puppet stories. Although this puppet character is not purely from Indonesia, Gatot Kaca is a legendary figure that has been told from generation to generation with various transitions in Indonesia. The transition of the vehicle starts from wayang, literary works or novels, comics, to touch the digital era in the form of mobile devices. This study aims to observe the comparison of visual forms designed in the transition of vehicles from the Gatot Kaca Figure in the comic "Garudayana" to the avatar of the mobile device "Bang Legend". The research method used is semiotic analysis with a descriptive qualitative approach. While the semiotic analysis method used is by using Charles S. Peirce's semiotic method. Data collection techniques used are observation of various sources, theoretical studies, and interview processes for comic media users and mobile devices that experience experiences related to research objects.

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Published
2019-08-10
How to Cite
Nadya, N. (2019). STUDI KOMPARATIF PADA TOKOH GATOT KACA DALAM PERMAINAN DIGITAL “MOBILE LEGEND BANG-BANG” DAN KOMIK “GARUDAYANA” KARANGAN IS YUNIARTO DENGAN PENDEKATAN SEMIOTIKA. Seminar Nasional Arsitektur, Budaya Dan Lingkungan Binaan (SEMARAYANA), 1(1), 209-222. Retrieved from https://eproceeding.undwi.ac.id/index.php/semarayana/article/view/28