TINJAUAN GAME PUZZLE VICTORIAN MYSTERIES: WOMAN IN WHITE MENGGUNAKAN PENDEKATAN SEMIOTIKA
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Game already became common media in any society. Itâ€™s ideas could be from anywhere. This example is proven in game titled Woman in White. Adapted from Wilkie Collinâ€™s sensational novel. Mr Collinâ€™s novel in similar title was very popular then, though after one hundred and fifty years already adapted dan raised into newer meaning. This new meaning of â€˜Woman in Whiteâ€™ makes the game became new media design and still entertains its audiens. This study, try to analize similar aspect in novel that used in this game as formal or non-formal assets, using visual semiotics. Precisely using classic theory from Saussure, Peirce and Barthes. The results of the analysis aim to show that a game designed based on novel inspiration or a popular story needs to remain true to the story even though this media does not have a full story telling.Â Keywords: game; puzzle; semiotics; urban legends
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How to Cite
TASMAN, W., & WIANTO, E. (2018). TINJAUAN GAME PUZZLE VICTORIAN MYSTERIES: WOMAN IN WHITE MENGGUNAKAN PENDEKATAN SEMIOTIKA. Serat Rupa Journal of Design, 2(1), 78–96. https://doi.org/10.28932/srjd.v2i1.479