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TRANSCRIPT
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PENGANTAR KARYA TUGAS AKHIR
PERANCANGAN
BOARD GAME “PET MARKET” UNTUK ANAK USIA 6-12 TAHUN
Disusun Guna Melengkapi dan Memenuhi Persyaratan
Mencapai Gelar Sarjana Seni Rupa Program Studi Desain Komunikasi Visual
Disusun oleh :
Westrika Anggumesti C0711032
S1 Desain Komunikasi Visual
FAKULTAS SENI RUPA DAN DESAIN UNIVERSITAS SEBELAS MARET
SURAKARTA 2015
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PERSEM
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PERSEMBAHAN
Karya ini penulis persembahkan kepada kedua orang tua dan keluarga tercinta yang
tiada hentinya memberikan doa dan semangat.
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MOTTO
Positive Mind. Positive Step. Positive Live
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KATA PENGANTAR
Puji syukur penulis panjatkan kehadirat Allah SWT yang telah melimpahkan Rahmat dan Karunia-Nya sehingga penulis dapat menyelesaikan Karya Tugas Akhir dengan judul PERANCANGAN BOARD GAME “PET MARKET” UNTUK ANAK USIA 6-12 TAHUN ini dengan baik. Dalam kesempatan ini penulis ingin menyampaikan rasa terimakasih kepada:
1. Drs. Ahmad Adib, M.Hum, Ph.D selaku Dekan Fakultas Seni Rupa dan Desain Universitas Sebelas Maret Surakarta.
2. Dr. Deny Tri Ardianto, S.Sn, Dipl.Art selaku Ketua Program Studi S1 Desain Komunikasi Visual.
3. Dr. Deny Tri Ardianto, S.Sn, Dipl.Art selaku pembimbing I yang telah memberikan bimbingan serta pengarahan.
4. Hermansyah Muttaqin, S.Sn, M.Sn. selaku pembimbing II serta pembimbing akademik yang telah banyak memberikan arahan, masukan, dan saran dalam Karya Tugas Akhir ini.
5. Seluruh Dosen dan karyawan Fakultas Seni Rupa dan Desain Universitas Sebelas Maret Surakarta, khususnya S1 Desain Komunikasi Visual.
6. Johan Setiawan, S.Hut, M.Sc selaku Kepala BKSDA SKW I Surakarta 7. Seluruh pihak yang telah membantu penulis dalam menyelesaikan Konsep
Karya Tugas Akhir. Penulis menyadari sepenuhnya atas kekurangan dalam penulisan Tugas
Akhir ini. Oleh karena itu saran dan kritik yang sifatnya membangun sangat penulis
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harapkan dari para pembaca. Namun demikian, karya sederhana ini diharapkan dapat bermanfaat dan menambah wawasan pembaca.
Surakarta, 15 Juni 2015
Penulis,
Westrika Anggumesti
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Perancangan Board Game “Pet Market”
Untuk Anak Usia 6-12 Tahun Westrika Anggumesti1
Dr. Deny Tri Ardianto, Dipl.Art2 Hermansyah Muttaqin, S.Sn, M.Sn3
ABSTRAKSI
Westrika Anggumesti, 2015. Pengantar karya Tugas Akhir ini berjudul “Perancangan Board Game “Pet Market” Untuk Anak Usia 6-12 Tahun”. Adapun permasalahan yang dikaji adalah : (1) Bagaimana merancang board game “Pet Market” bagi anak-anak usia 6 sampai 12 tahun? (2) Bagaimana merancang media promosi yang tepat, efektif dan komunikatif untuk mendukung permainan ini?
Kesukaan anak-anak terhadap binatang mendorong mereka untuk membeli binatang peliharaan. Masih banyak masyarakat yang memilih binatang langka sebagai binatang peliharaan sehingga memicu tingginya perdagangan binatang langka dan perburuan liar di hutan. Hal tersebut terjadi karena kurangnya pengetahuan masyarakat mengenai binatang langka yang dilindungi, sehingga mengancam kelestarian binatang tersebut. Dengan adanya board game Pet Market ini diharapkan dapat menambah wawasan masyarakat sejak dini mengenai binatang langka yang dilindungi serta dapat menumbuhkan sikap bijak dalam memilih binatang peliharaan.
1 Mahasiswa Jurusan Deskomvis Fakultas Seni Rupa dan Desain Universitas Sebelas Maret Surakarta dengan NIM C0711032 2 Dosen Pembimbing I 3 Dosen Pembimbing II
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Designing of “Pet Market” Board Game
For Children Aged 6-12 Years Westrika Anggumesti1
Dr. Deny Tri Ardianto, Dipl.Art2 Hermansyah Muttaqin, S.Sn, M.Sn3
ABSTRACT
Westrika Anggumesti, 2015. The introduction of this Final Project is entitled “Designing of “Pet Market” Board Game For Children Aged 6-12 Years”. The problems examined are: (1) How to design “Pet Market” board game for children aged 6-12 years? (2) How to design the appropriate media promotion, effective and communicative to support this game?
The favorite children about animals make them to buy a pet. There are many people choose the endangered animals as pet that trigger high trade and poaching in the forest. This happens because of the lack of public knowledge about endangered animals, that threaten the survival of them. With this Pet Market board game, is expected to expand about endangered animals early and can foster an attitude wise in selecting a pet.
1 The student of Visual Communication Design Faculty of Fine Art and Design Sebelas Maret University NIM C0711032 2 Guide Lecture I 3 Guide Lecture II
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DAFTAR ISI
LEMBAR JUDUL........................................................................ i LEMBAR PERSETUJUAN........................................................ ii LEMBAR PENGESAHAN......................................................... iii LEMBAR PERSEMBAHAN..................................................... iv LEMBAR MOTTO..................................................................... v KATA PENGANTAR.................................................................. vi ABSTRAKSI................................................................................. viii ABSTRACT.................................................................................. ix DAFTAR ISI................................................................................. x DAFTAR TABEL........................................................................ xvi DAFTAR GAMBAR ................................................................... xvii BAB
I. PENDAHULUAN A. Latar Belakang................................................................ 1 B. Perumusan Masalah........................................................ 4 C. Tujuan Perancangan........................................................ 4 D. Metode Penelitian........................................................... 5
1. Metode Penelitian yang Digunakan........................... 5 2. Metode Pengumpulan Data........................................ 5
II. KAJIAN TEORI A. Perancangan.................................................................... 7
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B. Board Game.................................................................... 10 1. Permainan................................................................... 10 2. Definisi Board Game.................................................. 11
C. Pasar.............................................................................. 14 1. Definisi Pasar............................................................ 14 2. Fungsi Pasar.............................................................. 15 3. Bentuk Pasar............................................................ 16 4. Peran Pasar.............................................................. 20
D. Binatang...................................................................... 21 1. Definisi Binatang.................................................... 21 2. Ciri-ciri Binatang.................................................... 21 3. Klasifikasi Binatang................................................. 22 4. Persebaran Binatang di Indonesia............................. 29 5. Binatang Peliharaan.................................................. 31 6. Binatang Langka yang Dilindungi ........................... 33 7. Kepemilikan dan Perdagangan
Binatang Langka ..................................................... 41 E. Anak............................................................................ 42
1. Perkembangan Anak............................................... 42 2. Fase-fase Perkembangan......................................... 45 3. Memahami Perkembangan Anak............................ 52
III. IDENTIFIKASI DATA A. Balai Konservasi Sumber Daya Alam........................ 54
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1. Latar Belakang....................................................... 54 2. Lokasi BKSDA JATENG SKW I
Surakarta................................................................ 55 3. Tugas Pokok dan Fungsi SKW I
Surakarta............................................................... 56 4. Struktur Organisasi............................................... 58 5. Sosialisasi dan Promosi......................................... 62
B. Manikmaya................................................................. 64 1. Sejarah................................................................... 64 2. Lokasi Manikmaya................................................ 65 3. Visi Misi Perusahaan............................................ 66 4. Struktur Organisasi................................................ 66 5. Data Produk........................................................... 68 5. Konsumen............................................................. 72 5. Promosi................................................................. 73
C. Komparasi................................................................. 74 1. Wild Animalopoly................................................. 74 2. Key Market........................................................... 76
D. Analisis SWOT......................................................... 77 E. Unique Selling Preposition (USP)............................ 81 F. Positioning................................................................ 81 G. Riset.......................................................................... 81
1. Riset tentang Binatang.......................................... 82
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2. Riset tentang Board Game.................................... 85 3. Riset Visual........................................................... 87
IV. KONSEP PERANCANGAN DAN PERENCANAAN MEDIA A. Metode Perancangan.................................................. 91 B. Strategi Kreatif........................................................... 93
1. Perancangan Board Game...................................... 94 2. Penyesuaian Gaya Desain...................................... 95 3. Perancangan Konsep dan Isi Board Game Pet Market.......................................... 95
C. Target.......................................................................... 97 1. Target Market.......................................................... 97 2. Target Audiens....................................................... 98 3. Target Karya............................................................ 98
D. Strategi Visual............................................................. 99 1. Visual Verbal........................................................... 99 2. Visual Non Verbal.................................................... 100
E. Media Placement.......................................................... 107 1. Media Utama............................................................ 107 2. Media Pendukung.................................................... 107 3. Merchandise............................................................ 108
F. Prediksi Biaya.............................................................. 109 1. Prediksi Biaya Pembuatan Board Game.................. 109
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2. Prediksi Biaya Pembuatan Merchandise.................. 109 3. Prediksi Biaya Promosi............................................ 110
V. VISUALISASI KARYA A. Karya Utama............................................................... 111
1. Papan Pet Market................................................... 111 2. Pion Pemain........................................................... 112 3. Buku Petunjuk....................................................... 113 4. Uang Pet Market.................................................... 114 5. Kartu Binatang....................................................... 115 6. Kartu Misteri.......................................................... 116 7. Dadu....................................................................... 117 8. Packaging............................................................... 118 9. Kartu Kebutuhan Binatang..................................... 119 10. Kartu Trophy........................................................ 120
B. Media Pendukung....................................................... 121 1. Poster....................................................................... 121 2. X Banner.................................................................. 122 3. Web Banner.............................................................. 123 4. Timeline Facebook................................................... 124 5. Rak Display.............................................................. 125
C. Merchandise............................................................... 126 1. Kaos......................................................................... 126 2. Kotak Bekal Makanan.............................................. 127
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3. Botol Minum............................................................ 128 VI. PENUTUP
A. Kesimpulan................................................................. 129 B. Saran........................................................................... 130
DAFTAR PUSTAKA.................................................................... 132
LAMPIRAN
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DAFTAR TABEL
Tabel 2.1 Nama-nama Binatang yang Dilindungi Menurut PP No.7 Tahun 1999................................................................... 33
Tabel 2.2 Fase-fase Perkembangan Individu.............................................. 46 Tabel 3.1 Struktur Organisasi SKW I Surakarta......................................... 58 Tabel 3.2 Struktur Organisasi Manikmaya Game
Publisher...................................................................................... 66 Tabel 3.3 Analisis SWOT........................................................................... 78 Tabel 4.1 Prediksi Biaya Produksi Board Game......................................... 109 Tabel 4.2 Prediksi Biaya Produksi Merchandise....................................... 110 Tabel 4.3 Prediksi Biaya Promosi............................................................... 110
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DAFTAR GAMBAR
Gambar 3.1 Peta Lokasi Jalan Gawok, Gatak, Sukoharjo................................................................................ 56
Gambar 3.2 Gedung Kantor BKSDA JATENG SKW I Surakarta................................................................................. 56
Gambar 3.3 Pemberian Materi untuk Siswa-siswi Sekolah Dasar.............. 63 Gambar 3.4 Leaflet Promosi TWA Grojogan Sewu................................... 63 Gambar 3.5 Publikasi Melalui Blog............................................................ 64 Gambar 3.6 Bangunan Manikmaya Game Publisher.................................. 65 Gambar 3.7 Mashup Monsters Card Games............................................... 69 Gambar 3.8 Mat Goceng the Card Game.................................................... 70 Gambar 3.9 Mahardika Board Game.......................................................... 70 Gambar 3.10 Kucing Sumput...................................................................... 71 Gambar 3.11 Dice Tower Manikmaya........................................................ 72 Gambar 3.12 Merchandise Mat Goceng................................................... 72 Gambar 3.13 Situs Web Manikmaya.......................................................... 73 Gambar 3.14 Fanspage Manikmaya di Facebook...................................... 73 Gambar 3.15 Wild Animalopoly................................................................. 75 Gambar 3.16 Key Market............................................................................ 77 Gambar 4.1 Referensi Illustrasi................................................................... 101 Gambar 4.2 Alternatif Logo 1..................................................................... 105 Gambar 4.3 Alternatif Logo 2..................................................................... 105
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Gambar 4.4 Referensi Layout Board Game................................................ 106 Gambar 4.5.Referensi Layout Poster.......................................................... 106 Gambar 5.1.Papan Pet Market.................................................................... 110 Gambar 5.2.Pion Pemain............................................................................ 111 Gambar 5.3.Buku Petunjuk......................................................................... 112 Gambar 5.4.Uang Pet Market...................................................................... 113 Gambar 5.5.Kartu Binatang........................................................................ 114 Gambar 5.6.Kartu Misteri........................................................................... 115 Gambar 5.7.Dadu........................................................................................ 116 Gambar 5.8.Packaging................................................................................ 117 Gambar 5.9 Kartu Kebutuhan Binatang..................................................... 118 Gambar 5.10 Kartu Trophy......................................................................... 119 Gambar 5.11 Poster..................................................................................... 120 Gambar 5.12 X Banner............................................................................... 121 Gambar 5.13 Web Banner........................................................................... 122 Gambar 5.14 Timeline Facebook................................................................ 123 Gambar 5.15 Rak Display........................................................................... 124 Gambar 5.16 Kaos....................................................................................... 125 Gambar 5.17 Kotak Bekal Makanan........................................................... 126 Gambar 5.17 Botol Minum......................................................................... 127