Perancangan Board Game 3D Strategi Negosiasi Dan Trading Dengan Tema Pedagang Tionghoa Kembang Jepun Surabaya Pada Masa Kolonial Belanda

Dhiaulhaqiqi, Alifia (2021) Perancangan Board Game 3D Strategi Negosiasi Dan Trading Dengan Tema Pedagang Tionghoa Kembang Jepun Surabaya Pada Masa Kolonial Belanda. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Perkembangan industri board game di Indonesia selama 5 tahun terakhir memiliki potensi bisnis di ranah industri kreatif. Kementrian Pariwisata dan Ekonomi Kreatif (Kemenparekraf) mendukung perkembangan board game lewat event dan kompetisi dalam negeri yang menghasilkan judul-judul board game lokal khususnya dengan tema strategi serta mengangkat konten lokal. Adanya fenomena board game ini berpotensi untuk mengangkat konten sejarah lainnya seperti konten sejarah kawasan cagar budaya di kota Surabaya. Etnik Tionghoa telah menjadi figur dalam hal berdagang sejak zaman kolonial Belanda. Etos kerja berdasarkan ajaran agama konfusianisme dan sistem kongsi dalam berdagang merupakan ciri khas dari strategi berdagang masyarakat Tionghoa di kawasan Kembang Jepun Kota Surabaya pada masa kolonial Belanda. Oleh karena itu, penelitian ini mengambil konten pedagang Tionghoa Kembang Jepun Kota Surabaya pada masa colonial Belanda yang menjadi pusat perekonomian etnik Tionghoa Kota Surabaya. Perancangan ini dilakukan dengan mengumpulkan data terlebih dahulu melalui studi literatur mengenai mekanisme permainan, teknik pembuatan visual permainan, dan konten tentang etnik Tionghoa Kota Surabaya pada masa akhir colonial Belanda. Data tersebut kemudian digunakan pada studi eksperimental unruk mendapatkan mekanisme dan visual board game. Selain itu dilakukan observasi berupa test play untuk mengecek playability game sebelum didiskusikan dalam metode riset depth interview kepada pakar board game. Masukan yang didapat kemudian digunakan untuk penyempurnaan output prototyping yang akan diujikan kepada target audiens dengan metode post test untuk mengetahui respon terhadap prototype. Hasil dari perancangan ini adalah satu set board game dengan mekanisme negosiasi dan trading menggunakan tema pedagang Tionghoa Surabaya di daerah Kembang Jepun Surabaya dengan setting waktu tahun 1930-an. Komponen yang dihasilkan berupa papan permainan sebagai wilayah bermain, kartu nomor lahan, kartu misi, kartu pelanggan, kartu donasi, uang sebagai alat transaksi, dan blok bangunan 3D dengan gaya low poly modeling yang merepresentasikan toko di kawasan Kembang Jepun. Board game ini diharapkan dapat menjadi media hiburan dan memiliki nilai jual.
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The growth of board game industry in Indonesia in the past 5 years hold business potential in creative industries. Ministry of Tourism and Creative Economy of Indonesia (Kemenparekraf) also supporting the growth of local board game through events and competition that result many local board game titles especially strategy theme board game with local content. The presence of board game phenomenon creates opportunity to raise up another historical local content like historical content in Surabaya City heritage area, particurally is Surabaya City Chinese heritage area which located on Kembang Jepun street. Chinese ethnic has been seen as leading figure in terms of trading since Dutch colonial era. Work ethic based on Confucianism teachings and kongsi (joint venture) system are the characteristic strategy of Chinese traders. Therefore, the author wanted to raise up the content of Chinese traders of Kembang Jepun Surabaya in the Dutch colonial era which became the center economy of Chinese ethnic in Surabaya City. This design is done by collecting data through literature study about the game mechanic, techniques of making the visual designs and the contents of Chinese ethnic in Surabaya in the end of Dutch colonial. Those datas will be use for experimental study to aimed the game mechanic and board game visual as the author wants. Afterward the author will do play test with friends using observation method to check the playability of the game before test and discuss it with the board game experts through depth interview method. The feedbacks that collected from the board game experts will be use for the improvement of the prototyping output. Then the prototyope result will be tested to the audience target through post test method to know the responses about the prototype output. The result design is a set of board game with negotiating and trading mechanism that using content of the Surabaya Chinese traders in Kembang Jepun area with the setting of time in 1930s. the components that will be generated are board game as the playing area, land number cards, mission cards, customer cards, blessing cards, money as means of payment and 3D building block that using low poly style modeling which represent the shops in Kembang Jepun. This board game is expected to be and entertaing media and has a sale value.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: board game, chinese ethnic, kembang jepun surabaya city, chinese traders, papan permainan, etnik tionghoa, kembang jepun kota surabaya, pedagang tionghoa.
Subjects: A General Works > AZ History of Scholarship The Humanities
A General Works > AZ History of Scholarship The Humanities
C Auxiliary Sciences of History > CB History of civilization
N Fine Arts > NC Drawing Design Illustration
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis
Depositing User: Alifia Dhiauhaqiqi
Date Deposited: 04 Sep 2021 17:51
Last Modified: 04 Sep 2021 17:51
URI: http://repository.its.ac.id/id/eprint/91732

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