Title Promoting Manga in Indonesia
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Title Promoting Manga in Indonesia through online education Sub Title Author Sukotjo, Kania Arini(Nakamura, Ichiya) 中村, 伊知哉 Publisher 慶應義塾大学大学院メディアデザイン研究科 Publication year 2014 Jtitle Abstract Notes 修士学位論文. 2014年度メディアデザイン学 第352号 Genre Thesis or Dissertation URL https://koara.lib.keio.ac.jp/xoonips/modules/xoonips/detail.php?koara_id=KO40001001-0000201 4-0352 慶應義塾大学学術情報リポジトリ(KOARA)に掲載されているコンテンツの著作権は、それぞれの著作者、学会または出版社/発行者に帰属し、その権利は著作権法によって 保護されています。引用にあたっては、著作権法を遵守してご利用ください。 The copyrights of content available on the KeiO Associated Repository of Academic resources (KOARA) belong to the respective authors, academic societies, or publishers/issuers, and these rights are protected by the Japanese Copyright Act. When quoting the content, please follow the Japanese copyright act. Powered by TCPDF (www.tcpdf.org) Master’s Thesis Academic Year 2014 Promoting Manga in Indonesia Through Online Education Graduate School of Media Design Keio University Kania Arini Sukotjo A Master’s Thesis Submitted to Graduate School of Media Design, Keio University In partial fulfillment of the requirements for the degree of Master of Media Design Kania Arini Sukotjo Thesis Committee: Professor Ichiya Nakamura Supervisor Professor Naohito Okude Co-Supervisor Professor Masahiko Inami Co-Supervisor Abstract of Master’s Thesis of Academic Year 2014 Promoting Manga in Indonesia Through Online Education Summary This thesis addresses how online education could educate future manga creators in Indonesia. This research will analyze Indonesians interest in manga consumption and how effective online education is on educating students on manga drawing. Through ethnography fieldwork in Indonesia, I focused on the popularity of manga in Indonesia media, publications and event to observe its impact to the hobbyist and professional artists. Educating Indonesians to be masters in the art of manga will not only improve Indonesia creative industries, but also to increase the influence of Japanese popular culture in Indonesia. By conducting an online trial manga class with Indonesian students, it will analyze the effectiveness of teaching manga drawing through online platform. Keywords: Manga Culture, Indonesia Culture, Online Education, Visual Ethnography Graduate School of Media Design, Keio University Kania Arini Sukotjo TABLE OF CONTENTS Chapter 1: Introduction ..................................................................................................... 1 Background and Purpose ........................................................................................... 1 Online Manga School ................................................................................................. 8 Chapter 2: Literature Review .......................................................................................... 13 Indonesian Readers View on Manga ..................................................................... 13 Manga Influence on Indonesian Comic Artists ................................................... 22 Art Education Through Online Platform ............................................................. 32 From Indonesia Culture to Online Education ..................................................... 40 Chapter 3: Fieldwork in Indonesia and the Internet .................................................. 42 Fieldwork in Jakarta, Indonesia ............................................................................... 41 Visual Ethnography in Indonesia ........................................................................... 45 Prana Jiwandhana .................................................................................................. 46 Chani Sukotjo ........................................................................................................ 51 Fatia Nurizky .......................................................................................................... 55 Other Interviews ................................................................................................... 61 Hakuhodo Online Community ............................................................................... 63 Spread of Anime and Manga in Indonesia ........................................................... 65 Manga School in Indonesia ...................................................................................... 70 Chapter 4: Implementation of Online Manga Class .................................................. 73 The Making of the Trial Online Manga Class ...................................................... 73 Conducting the Online Manga Class ..................................................................... 77 First Prototype ....................................................................................................... 79 Second Prototype .................................................................................................. 92 Comparative Studies With Offline Manga Class ............................................. 99 Chapter 5: Conclusion ................................................................................................... 107 Glossary ............................................................................................................................ 110 Bibliography ..................................................................................................................... 115 Appendix A: Fieldwork Interview ............................................................................... 121 Appendix B: Manga Class Interview ........................................................................... 123 Appendix C: Hakuhodo Questionnaire ...................................................................... 125 Chapter 1 Introduction Chapter 1.1 -Background and Purpose Through the collaboration with Hakuhodo1 , one of Japan most prestigious advertising company, this research was made to educate future Manga2 creators in Indonesia through online education. In order to educate Indonesian artists with the authentic style of manga drawing, the aim is to connect the classes provided by Japanese manga schools with Indonesian students using an online platform. By encouraging the artistic influence of manga and anime designs in Indonesian artistic works, this project hopes to increase the popularity of Japanese manga and anime industries in Indonesia and the possibility of future collaboration between Indonesia and Japan entertainment industries. For this purpose, fieldwork research in Indonesia was needed in order to understand the contemporary culture of 1 Hakuhodo)was)founded)on)1895)and)the)oldest)advertising)company)in)Japan. Hakuhodo)of>icial)website:)http://www.hakuhodo.jp/ 2 Manga)is)the)general)term)for)Japanese)graphic)novel 1 its popular entertainment activities, and in the process, understand their liking to the art of manga. The entertainment culture of contemporary Indonesians, has been based on the most recreational activities and mostly enjoyed as a group. Young people's activities during the weekdays commonly consist of school activities from early morning to early afternoon, allowing hours of free time to spend with friends in locations that allow them to share entertaining activities together. May that be eating together in a restaurant, shopping together with friends and family, watching movies in cinemas and visiting the bookstores to read comic books, the entertainment value demanded that activities could be enjoyed together as a group. Ansori had discussed how shopping malls in Jakarta are usually the main source of entertainment for many who seek activities to spend during their free time3. Restaurants, cafes, cinema, electronic stores, clothing, fashion outlets, beauty shops, book stores, pharmacy, optic stores, supermarkets and musholla, a small location of worship for muslim,4 are provided in most of the big shopping malls, giving customers a number of different services to enjoy in just one location. Another factor for Indonesians attraction to malls is how the lack of underground trains and increase of car users in Jakarta had created congestion problem to its traffic5. Many would choose entertainment that is easily accessible and avoid the traffic as much as possible6. For that reason, 3 Ansori,)Mohammad.)“Consumerism)and)the)emergence)of)a)new)middle)class)in) globalizing)Indonesia.”)(2009) 4 Ningsih.)“Malls)offer)cozy)'mushola')for)Muslim)customers”,)Jakarta&Post&News& Article.)(2008);)http://www.thejakartapost.com/news/2008/04/19/mallsT offerTcozyT039mushola039TmuslimTcustomers.html 5 Traf>ic)in)Jakarta)had)reach)295.83)to)its)Traf>ic)Index)which)is&the&composite& index&of&time&consumed&in&traf9ic&due&to&job&commute,&estimation&of&time& consumption&dissatisfaction,&CO2&consumption&estimation&in&traf9ic&and&overall& inef9iciencies&in&the&traf9ic&system.&The)cause)of)this)may)rely)on)the)57.14%)of) people))using)cars)for)transportation.) Numbeo)Database,)http://www.numbeo.com/traf>ic/city_result.jsp? country=Indonesia&city=Jakarta 6 Rustan,)Muhammad.)In)defense)of)shopping)malls,&Jakarta&Post&News&Article.) (2010);)www.thejakartapost.com/news/2010/08/07/inTdefenseTshoppingT malls.html 2 many shopping malls were provided nearby office buildings and residential areas to become a go to intermediate for those who commute from work to their home.because of the humidity and air pollution7 caused by cars, discouraging most people from spending their activities outdoors. The air conditioned buildings provide a cool and relaxing atmosphere where people could enjoy