Building Contextual Perception Through Background Illustrations in Visual Novel with Historical Theme

Authors

  • Dendi Pratama Universitas Indraprasta (UNINDRA) PGRI
  • Winny Gunarti Widya Wardani Universitas Indraprasta (UNINDRA) PGRI
  • Taufiq Akbar Universitas Indraprasta (UNINDRA) PGRI

DOI:

https://doi.org/10.18533/journal.v7i10.1501

Keywords:

Background illustration, visual novel, Majapahit history, contextual perceptions

Abstract

Visual novel is an audio visual game based on narration and illustration. Japan as a pioneer of visual novel games has mastered the world gaming market. In Indonesia, local creators strive to produce competitive visual novels. The study shows that there is a need for local creators to display visual novels with historical backgrounds, because most of the visual novels circulating are generally modern. Researchers were encouraged to design background illustrations from visual novels with the history of Majapahit's glory because they were rich in cultural values. Background illustration is a visual element which is also important to build contextual perception as a form of nonverbal communication that carries cultural messages. Background illustrations here refer to archaeological evidence in the form of Bajangratu Gate, Tikus Temple, and Wringin Lawang Gate. Qualitatively, this study discusses the creation of visual space with a proxemic study approach in the theory of nonverbal communication. The creation combines the characteristics of the remaining temples of the Majapahit civilization to build contextual perceptions of life in the past. The meaning of the elements is further differentiated according to the informational, symbolic, and image meanings, by looking at the visual elements of the building and the natural environment. This study concludes that the background illustration has visual strength to shape contextual perception through visual space. This can be a reference for local creators to create other models of background illustrations with the Indonesian history theme, and make visual novel as a more communicative and interesting educational medium.

Author Biographies

Dendi Pratama, Universitas Indraprasta (UNINDRA) PGRI

Visual Communication Design, Faculty of Language and Art

Winny Gunarti Widya Wardani, Universitas Indraprasta (UNINDRA) PGRI

Visual Communication Design, Faculty of Language and Art

Taufiq Akbar, Universitas Indraprasta (UNINDRA) PGRI

Visual Communication Design, Faculty of Language and Art

References

Barker, C. (2014). Kamus kajian budaya. Yogyakarta: Penerbit PT. Kanisius.

Barthes, R. (2010). Imaji, musik, teks, analisis semiologi atas fotografi, iklan, film, musik, alkitab, penulisan dan pembacaan serta kritik sastra, esei-esei terpilih. Yogyakarta: Jalasutra.

Cavallaro, D. (2010 ). Anime and the visual novel. narrative structure, design and play at the crossroads of animation and computer games. North Carolina: McFarland & Company, Inc.

Danesi, M. (2009). Dictionary of media and communications. New York: M.E. Sharpe

Estidianti, B. and Lakoro, R. (2014). Perancangan karakter game visual novel “Tikta Kavya” dengan konsep visual bishonen. Jurnal Sains dan Seni Pomits, Vol. 3 No. 2, 49-54. Surabaya: Institut Teknologi Sepuluh November. http://www.ejurnal.its.ac.id/index.php/sains_seni/article/viewFile/7552/1967 Retrieved October 19, 2018.

Fiske, J. (2007). Cultural and communication studies, sebuah pengantar paling komprehensif, cetakan ke-4. Yogyakarta: Jalasutra.

Geest, D. v. d. (2014-2015). The role of visual novels as a narrative mediums. MA Linguistics: Language and Communication. Universiteit Leiden. https://openaccess.leidenuniv.nl/bitstream/handle/1887/31703/Thesis%20Dennis%20v3.pdf?sequence=1 Retrieved October 19, 2018

Kaptain (2017). Pasar game Jepang capai 1,38 triliun Yen, pecahkan rekor. http://jurnalotaku.com/2017/06/09/pasar-game-jepang-capai-138-triliun-yen-pecahkan-rekor/ Retrieved September 30, 2018.

Kusnawi dan Firmansyah, R.(2015). Game hybrid visual novel sejarah dengan metode sistem pakar “Twist Majapahit”. Prosiding seminar nasional teknologi informasi dan multimedia 6-8 Februari 2015, 5.7-5. https://ojs.amikom.ac.id/index.php/semnasteknomedia/article/view/858/821 Retrieved September 30, 2018

Littlejohn, S. W. (1996). Theories of human communication, second edition. Belmont California: Humbolt State University and Wedsworth Publishing Company.

Mulyana, D., Prof. Ph.D., M.A. (2007). Ilmu komunikasi, suatu pengantar. cetakan ke-9. Bandung: PT. Remaja Rosdakarya.

Nabila, M. (2017). Melirik potensi besar industri “gaming” di Indonesia. https://dailysocial.id/post/melirik-potensi-besar-industri-gaming-di-indonesia Retrieved October 18, 2018.

Pratama, D., Gunarti, W. & Akbar, T. (2018). Mendesain kisah Majapahit dalam visual novel sebagai narasi permainan berbasis kebudayaan lokal. Prosiding seminar nasional pemajuan seni untuk membangun kebudayaan dan peradaban yang berkepribadian, 16 Juli 2018, 85-97. Denpasar: Pascasarjana Institut Seni Indonesia

Pratama, D., Wardani, W. G. W., & Akbar, T. (2018). The visual elements strength in visual novel game development as the main appeal. Mudra, Vol. 33 No.3, 326-333. DOI: http://dx.doi.org/10.31091/mudra.v33i3.455

Walker, J. A. (2010). Design history and history of design, desain, sejarah, budaya, sebuah pengantar komprehensif. Yogyakarta: Jalasutra.

Wardani, W. G. W. (2011). Representasi manusia sebagai makhluk budaya dalam film animasi Jepang nonverbal “La masion en petits cubes”. Thesis. Faculty of Art and Design. Universitas Trisakti.

Downloads

Published

2018-10-22

Issue

Section

Article