REPRESENTASI PENGARUH BURUK GAME ONLINE DALAM PENCIPTAAN KARYA FIGURE BERBASIS MIXED MEDIA

SAYYID RABAH RUKMANA, . (2026) REPRESENTASI PENGARUH BURUK GAME ONLINE DALAM PENCIPTAAN KARYA FIGURE BERBASIS MIXED MEDIA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian penciptaan ini bertujuan untuk mengembangkan konsep, karakteristik visual, dan teknik penciptaan karya figure berbasis mixed media yang mengangkat tema pengaruh buruk game online. Gagasan penciptaan berangkat dari pengalaman pribadi perupa terkait berbagai dampak negatif akibat intensitas bermain game online yang berlebihan, seperti hilangnya kontrol terhadap waktu, munculnya perilaku konsumtif, menurunnya kualitas interaksi sosial, hingga perubahan kondisi emosional. Penelitian ini menggunakan metode practice-led research dengan pendekatan kualitatif melalui pengalaman personal perupa, observasi, wawancara dengan narasumber ahli, serta kegiatan magang bersama praktisi diorama. Analisis karya dilakukan menggunakan pendekatan semiotika Charles Sanders Peirce melalui unsur Representamen, Objek, dan Interpretant. Hasil penciptaan diwujudkan dalam tiga karya figure yang merepresentasikan tiga tahapan perjalanan perupa, yaitu fase keterikatan terhadap game online, fase transisi menuju perubahan, serta fase kehidupan yang lebih seimbang setelah berhasil mengurangi pengaruh negatif dari permainan tersebut. Penggunaan material seperti clay, PVC board, EVA foam, gypsum, dan berbagai bahan pendukung lainnya melalui pendekatan mixed media dinilai mampu mendukung kebutuhan visual sekaligus memperkuat narasi yang dibangun dalam karya. ***** This artistic creation research aims to develop the concepts, visual characteristics, and creation techniques of mixed media-based figure artworks that explore the negative effects of online gaming. The creative idea originated from the artist's personal experiences regarding various adverse impacts caused by excessive online gaming, including loss of time control, consumptive behavior, decreased social interaction, and emotional changes. This study employed a practice-led research method with a qualitative approach through the artist's personal experiences, observations, interviews with expert informants, and an internship with a diorama practitioner. The analysis was conducted using the semiotic approach of Charles Sanders Peirce through the elements of Representamen, object, and Interpretant. The results of this artistic creation were realized in three figure artworks representing three stages of the artist's journey: attachment to online gaming, the transitional phase toward change, and the phase of achieving a more balanced life after reducing the negative influence of online gaming. The use of materials such as clay, PVC board, EVA foam, gypsum, and various supporting materials through a mixed media approach effectively supported both the visual aspects and the narrative conveyed in the artworks.

Item Type: Thesis (Sarjana)
Additional Information: 1). Agam Akbar Pahala, S.Pd., M.Sn; 2). Dr. Rizki Taufik Rakhman, S.Sn., M.Si.
Subjects: Kesenian > Seni Patung dan Pahat
Kesenian > Seni (umum)
Divisions: FBS > S1 Pendidikan Seni Rupa
Depositing User: Sayyid Rabah Rukmana .
Date Deposited: 01 Sep 2026 08:45
Last Modified: 01 Sep 2026 08:45
URI: http://repository.unj.ac.id/id/eprint/73484

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