Misjuwar, Phillippe (2023) Exploring the symbolism of Gris: unraveling the meanings behind the game = Menjelajahi simbolisme dalam Gris: mengungkap makna di balik permainan tersebut. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
In this modern digital era, it is difficult to deny the profound impact that mass media exerts on individuals. However, amidst the vast array of media types, people often overlook or fail to recognize video games as a form of mass media. Extensive research has repeatedly demonstrated that video games indeed possess a certain degree of influence over individuals. While video games undeniably fulfill the entertainment aspect of mass media, the question of whether they possess educational value remains a subject of contention. To shed light on the educative potential of video games, this research centers on the award-winning game, GRIS, and examines how it portrays the theme of grief. Employing a qualitative approach, the study employs Roland Barthes' semiotic analysis to delve into the denotative and connotative elements present in scenes that correlate with the game's overarching achievements. The findings from this research unveil that the video game GRIS skillfully portrays grief through its masterful use of color palettes, thoughtfully implemented gameplay, and the actions undertaken by the protagonist, Gris. Remarkably, the absence of dialogue and text within the game highlights how individuals perceive grief on an emotional level in diverse and unique ways. Ultimately, this research illustrates that video games are an artistic medium capable of effectively communicating complex emotions. / Dalam era digital modern ini, sulit untuk menyangkal pengaruh yang besar yang dimiliki media massa terhadap individu. Namun, di tengah beragam jenis media, sering kali orang mengabaikan atau tidak menyadari bahwa video game juga merupakan salah satu bentuk media massa. Penelitian yang luas telah membuktikan bahwa video game memang memiliki pengaruh tertentu terhadap individu. Meskipun video game tentu saja memenuhi aspek hiburan dari media massa, pertanyaan mengenai nilai edukatif yang dimiliki video game tetap menjadi perdebatan. Untuk mengungkapkan potensi edukatif dari video game, penelitian ini berfokus pada permainan video yang meraih penghargaan, GRIS, dan mengkaji bagaimana permainan ini menggambarkan tema kesedihan. Dengan pendekatan kualitatif, penelitian ini menggunakan analisis semiotik Roland Barthes untuk menyelami unsur denotatif dan konotatif yang hadir dalam adegan yang berkaitan dengan pencapaian-pencapaian dalam permainan GRIS. Hasil dari penelitian ini mengungkapkan bahwa permainan video GRIS dengan lihai menggambarkan kesedihan melalui penggunaan palet warna yang cermat, permainan yang dipikirkan dengan baik, dan tindakan-tindakan yang diambil oleh tokoh utamanya, Gris. Secara mencolok, ketiadaan dialog dan teks dalam permainan ini menyoroti bagaimana setiap individu secara emosional mengartikan kesedihan dengan cara yang berbeda dan unik. Pada akhirnya, penelitian ini menggambarkan bahwa video game merupakan medium seni yang mampu secara efektif menyampaikan emosi-emosi kompleks.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Misjuwar, Phillippe NIM01041170132 PhillippeJesse@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Herljanto, Johanes NIDN0313077205 johanes.herlijanto@uph.edu Thesis advisor Poluan, Pincanny Georgiana NIDN0327049401 pincanny.poluan@uph.edu |
Uncontrolled Keywords: | video game; gris; semiotic; grief |
Subjects: | H Social Sciences > HM Sociology > HM 1201-1216 Communication |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Social and Political Science > Communication Science Current > Faculty/School - UPH Karawaci > Faculty of Social and Political Science > Communication Science |
Depositing User: | Phillippe Jesse |
Date Deposited: | 27 Jul 2023 02:35 |
Last Modified: | 27 Jul 2023 02:35 |
URI: | http://repository.uph.edu/id/eprint/57035 |