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Pengelolaan Kesan Pemain Kostum Kartun Jepang Dalam Event Second Anniversary Cosplay Bandung Di Braga Citywalk
Maria Mawati Puspa (2011) | Skripsi | Ilmu Komunikasi
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Ringkasan
Penelitian ini bertujuan untuk mengetahui bagaimana Studi Dramaturgis denganbr /
Pendekatan Interaksi Simbolik Mengenai Pengelolaan Kesan Pemain Kostum Kartun Jepang dalam Eventbr / ÃâSecond Anniversary Cosplay BandungÃâ Di Braga CityWalk dengan indikator Panggung Belakang,br /
Panggung Tengah, Panggung Depan, dan Dramaturgis.br /
Penelitian ini menggunakan metode penelitian kualitatif. Dengan pemilihan informanbr /
menggunakan teknik sosiometrik. Adapun teknik pengumpulan data dengan menggunakan wawancarabr /
mendalam, pengamatan berperan serta, studi pustaka, internet searching dan dokumentasi. Padabr /
penelitian ini subjeknya adalah cosplayer (pemain kostum kartun jepang) dengan rentang usia antara 18-br /
46 tahun. Informan penelitian berjumlah 7 orang.br /
Hasil penelitian ini menunjukan bahwa dalam Panggung belakang (Back Stage)br /
Pengelolaan Kesan yang dilakukan oleh Pemain Kostum Kartun Jepang, ketika tidak sedang memainkanbr /
perannya sebagai cosplayer, mereka dapat berbicara sebebas mungkin dan tidak perlu bersandiwarabr /
dalam mendiskusikan konsep Ragnarok Online, pelatihan dubbing, pelaksanaan dubbing, merancangbr /
kostum, mempersiapkan alat make up Geisha, atribut, properti dan hal teknis lainnya, dan ketikabr /
melaksanakan latihan intensif. Dalam Panggung tengah (Middle Stage) Pengelolaan Kesan yangbr /
dilakukan meliputi gaya bicara, penampilan, penguasaan situasi, sikap dan perilaku yang meliputi ruangbr /
lingkup latihan ingatan emosi amarah, latihan ingatan peristiwa, adegan tunggal/menghafal adeganbr /
sendiri, adegan berpasangan aksi reaksi, adegan kelompok; Narrative Pantomime, Dubbing, Normal,br /
Slow and Fast, Tree Ways Conversation, One Word, One Sentence, Singing Dialogue), berfoto, ataubr /
mengobrol tentang Ragnarok Online. Dalam Panggung depan (Front Stage),pengelolaan kesan yangbr /
dilakukan meliputi gaya bicara, penampilan, sikap dan perilaku yang meliputi ruang lingkup adeganbr /
teatrikal tentang Ragnarok Online, adegan tarian, serta walk street , dan juga jarak peran antar pemain,br /
jarak sosial kepada penonton untuk mendapatkan kesan yang cosplayer inginkan (kesan keren, kreatif,br /
lucu dsb).br /
Simpulan dari penelitian Studi Dramaturgis Pengelolaan Kesan Pemain Kostum Kartunbr /
Jepang menunjukan bahwa cosplay layaknya sebuah panggung sandiwara, setiap cosplayer berlombalombabr /
melakukan pengelolaan kesan untuk menampilkan citra diri yang positif. Namun karakter aslibr /
cosplayer masih terbawa ke dalam panggung depan yang seharusnya hanya memainkan karakter tokohbr /
mereka saja. Selanjutnya disarankan sebaiknya para cosplayer lebih profesional dan menambah porsibr /
latihan serta memperbaiki komunikasi diantara anggota sesama tim.
Ringkasan Alternatif
This study aimed to approach Dramaturgis Study of Symbolic Interactionbr /
Management Impression of Japanese Cartoons Costume Players in Event ÃâSecond Anniversarybr /
Cosplay BandungÃâ At Braga CityWalk with indicators Back Stage, Center Stage, Front Stage,br /
and Dramaturgis.br /
In this research used qualitative method. With this selection of informans usedbr /
sosiometrik techniques. The data collection techniques used in-depth interviews, participantbr /
observation, book study, internet searching and documentation. In this research subject isbr /
cosplayer (Japanese cartoon costume players) with an age range between 18-46 years.br /
Research informants amounted to 7 people.br /
The results of these studies show that the Back Stage The management ofbr /
impressions made by Japanese Cartoon Costumes Players, when not playing its role as abr /
cosplayer, they can speak as freely as possible and not have to be on the stage of discussing thebr /
concept of Ragnarok Online, training dubbing, dubbing implementation, costume design, makebr /
up Geisha prepare equipment, attributes, properties and other technical matters, and whenbr /
carrying out intensive training. In the middle stage Impression Management performedbr /
included speaking style, appearance, control of the situation, attitudes and behaviors thatbr /
include the scope of the anger emotion, memory exercise events, a single scene, the scene ofbr /
action reaction pairs, the scene group (narrative pantomime, dubbing, normal, slow and fast,br /
ways conversation tree, one word, one sentence, singing dialogue), take pictures, or talkingbr /
about Ragnarok Online. In front stage. Impression management is carried out includingbr /
speaking style, appearance, control of the situation, attitudes and behaviors that include thebr /
scope of the theatrical scene about Ragnarok Online, the dance scene, and the walk street, andbr /
also the distance between the role players, the social distance of the audience to get thebr /
impression that cosplayer want (the impression of cool, creative, funny, etc).br /
The conclusions of the research study impression Management Dramaturgisbr /
Players showed that Japanese Cartoon Costumes Players like a stage play, every cosplayerbr /
competing to perform Impression Management to show positive self-image. But the originalbr /
character cosplarey still carried over into the front stage just play the character of their course.br /
Furthermore, should the cosplayer suggested more professional and increase the reps as wellbr /
as improve communication among fellow team members