SIMULACRA DALAM INDUSTRI HIBURAN VISUAL; STUDI KASUS RAGNAROK ONLINE
Abstrak: Comic is one of media
that emphasize its content delivery through visual sequence. It attracts many
researchers because this media is a plane based media (2D) instead of most
media which delivers its content in time based media. In designing a story based
on visual sequence, there are framing, imaging, wayfinding acitivities in
forming a complex visual storytelling especially in comics. Especially in
Japan, the development of framing, imaging, and methods of designing a sequence
which makes the reader easily read the story through panels in comics are well
developed and shared from comic artists toward their assistants. This method is
known as graphic narrative and visual storytelling [1] and applied not only on
comics but almost on all visual entertainment media and influence each other
then creates cycle of media. The cycle of media surfaces simulacra and unique
hypereality phenomenon. This paper tries to depict the uniqueness of simulacra
of media cycle phenomenon on Ragnarok Online case study in Indonesia which will
enrich the study of visual culture.
Keywords: Comic, Visual
Storytelling, simulacra, hypereality, media cycle
Penulis: Alvanov Zpalanzani,
Yasraf Amir Piliang
Kode Jurnal: jpkomunikasidd100042