ANALISIS RESEPSI: OTOME GAME JEPANG MENURUT 8 PEMAIN OTOME GAME DI SURABAYA

Pratiwi, Ratih, NIM: 121113031 (2016) ANALISIS RESEPSI: OTOME GAME JEPANG MENURUT 8 PEMAIN OTOME GAME DI SURABAYA. Skripsi thesis, UNIVERSITAS AIRLANGGA.

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Official URL: http://lib.unair.ac.id

Abstract

Otome game is one of the Japanese pop-culture’s products. It is one of the visual novel’s genres, a dating simulation game that player become a heroine of a romantic based story and build a romantic relationship with the male character in the game. Because of Japan’s game developer made them in English, woman around the world can enjoy this game. In Indonesia, otome game is not a new phenomenon. People not only consume, but also create it. For example the Mojiken, one of game studio in Surabaya that in progress to make an Indonesian historical otome game named Tikta Kavya. This research used in-depth interview method to collects data from Surabaya’s otome game players and analyzed it with Stuart Hall’s reception theory (encoding-decoding) to explain how the Surabaya gamers’ reception of Japanese otome game and the way they consume it. As the result, they already played the game for 3-7 years ago, they have many collection of otome game. In informant point of view, this hobby is personal excitement. So that they play it when leisure time or before sleep. For the reception, they are classified as two group of player based on their perceptions of otome game, dominant-hegemonic and negotiated group. For dominant-hegemonic, they like playing otome game on their leisure time, or to reduce stress. When playing the game, they can find their perfect partner figure called betsu kare in Japan, and enjoy romantic story with him. Some of them in negotiated group think that they like playing otome game, but feel upset because otome game nowadays is just depend on famous voice actor’s rule or fine graphics. They want to play otome game which not contains only love story, but also fiction, adventure, or mystery that more interesting.

Item Type: Thesis (Skripsi)
Additional Information: KKB KK-1 FS J 09/16 Pra a
Uncontrolled Keywords: otome game, betsu kare, reception, consumption
Subjects: P Language and Literature > PN Literature (General) > PN1600-3307 Drama
P Language and Literature > PN Literature (General) > PN1993 Motion Pictures
Divisions: 12. Fakultas Ilmu Budaya > Sastra Jepang
Creators:
CreatorsNIM
Pratiwi, Ratih, NIM: 121113031UNSPECIFIED
Contributors:
ContributionNameNIDN / NIDK
Thesis advisorTia Saraswati, S.S., M.Hum.UNSPECIFIED
Depositing User: Sulistiorini
Date Deposited: 03 May 2016 06:06
Last Modified: 03 May 2016 06:06
URI: http://repository.unair.ac.id/id/eprint/30346
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