Analisa Animasi Tokoh Hero Mobile Legends Kadita yang Terinspirasi dari Legenda Nyi Roro Kidul

Authors

  • Hutomo Setia Budi Universitas Ciputra Surabaya
  • Shienny Megawati

DOI:

https://doi.org/10.25124/rupa.v7i1.4788

Keywords:

Animation, Promtion, Visualization, Wayang, Character, Adaptation, Pop Culture, Traditional Culture, Folklore, Z Generation

Abstract

In 2018, Mobile Legends launched animation of a hero Kadita which was inspired by the legend of Nyi Roro Kidul. Kadita’s design was adapted to popular culture, with a traditional Indonesian (Javanese-Balinese) aesthetic. In Kadita’s introduction animation, there were visual elements inspired by Indonesian culture with traditional background music. This study aimed to examine whether the visual elements of Indonesian culture were displayed correctly, alongside with the response of millennial and z generations toward the animation. The research was conducted with a qualitative approach through interviews with experts on Indonesian traditional culture and through focus group discussions with millennials and z generations to find out their responses toward traditional Indonesian culture displayed in popular media. Primary data collection was carried out through a literature review on traditional culture and popular media. The conclusion of this research, the animation of “Kadita the Ocean Goddess” succeeded in adapting traditional Indonesian elements in popular media. The results of the FGD showed that the target audience responded positively to the traditional culture displayed in popular media. This research can be used as a basis for thinking and designing strategies in an effort to introduce Indonesian traditional culture to the younger generation using popular media.

Keywords
animation, adaptation, character, folklore, pop culture, promotion, traditional culture, visualization, wayang, Z generation

Downloads

Download data is not yet available.

References

. Zaharani, Y., Pramudita, P., Kurniasih, P., & Sukendro, G. (2020). Karakter Kadita dalam Mobile Legends Bang-Bang: Kajian Etnografi Visual. Jurnal Desain, 8(1), 52-60.

. Wessing, R. A Princess from Sunda Some Aspects of Nayi Roro kidul

. Meijboom, Jos – Javaansche sagen mythen en legenden, Zutphen – W.J. Thieme & Cie, 1924 pp 204 – 243, ISBN 90-03-91270-X

. Vander, A., J. Sherman., D. Luciano. 2001. Human Physiology: The Mecanisms of Body Function. McGraw-Hill Higher Education. New York. (Book)

. Syafi’i, M., Hakim, L., dan Yanuwiyadi, B. 2010. Potential Analysis of Indigenous Knowledge (IK) in Ngadas Village as Tourism Attraction. pp. 217-234. In: Widodo, Y. Noviantari (eds.) Proceed-ing Basic Science National Seminar 7 Vol.4. Universitas Brawijaya, Malang. (Article within conference proceeding)

. Prakosa, Gotot, 2010, ‘Animasi: Pengetahuan Dasar Film Animasi Indonesia’, kerjasama FFTV-IKJ dan Yayasan Seni Visual Indonesia: Jakarta.

. Dean, R.G. 1990. Freak waves: A possible explanation. p. 1-65. In Torum, A., O.T. Gudmestad (eds). Water wave kinetics. CRC Press. New York. (Chapter in a Book)

. Raharja (2014). Semiotika Desain Sebuah Pengantar. Fakultas Seni Rupa Dan Desain Institut Seni Indonesia Denpasar.

. Patriansah, M., & Wijaya, R. (2021). Analisis Tanda Dalam Karya Seni Grafis Reza Sastra Wijaya Kajian Semiotika Peirce. JURNAL RUPA, 6(1), 34 - 45. doi:10.25124/rupa.v6i1.3737

. Gen Z and Millennials find relatable, serious themes in adult cartoons https://thetylt.com/entertainment/tylt-insights-gen-z-and-millennials-love-adult-cartoons

. Chandra, A. W., & Hantono, D. (2021). Kajian Arsitektur Etnik Pada Bangunan Pasar Tradisional (Studi Kasus: Pasar Badung di Bali). Jurnal Modul, 21(1), 1-9.

. Ata, M., & Ekomadyo, A. S. (2018). Adaptasi Arsitektur Tradisional Bali Pada Tempat-Tempat Komunal Di Desa Balinuraga, Kalianda, Lampung Selatan. Jurnal Koridor, 9(2), 312-321.

. Keyes, C. F. (1983). Merit-transference in the kammic theory of popular Therav?da Buddhism. Karma: An anthropological inquiry, 261-286.

. Islam, R. C. (2017). SIMULACRA SEBAGAI KRITIK ATAS MODERNISME (Studi Analisis Atas Pemikiran Jean P. Baudrillard). Jaqfi: Jurnal Aqidah dan Filsafat Islam, 2(1), 88-112.

. Dai, Y. (2021, April). Digital art into the design of cultural and creative products. In Journal of Physics: Conference Series (Vol. 1852, No. 3, p. 032042). IOP Publishing.

. Boni, M. (2017). World building: Transmedia, fans, industries. Amsterdam University Press.

. HY, S., & CHIAHAN, Y. (2018). Innovation in Cultural and Creative Industries. Handbook of Culture and Creativity: Basic Processes and Applied Innovations, 261.

Published

2022-09-23

Issue

Section

Article