slot gacor slot gacor hari ini slot gacor 2025 demo slot pg slot gacor slot gacor
THE EXPERIENCE OF BEING A COSPLAYER: AN INTERPRETATIVE PHENOMENOLOGICAL ANALYSIS APPROACH | Miranti | Jurnal EMPATI skip to main content

THE EXPERIENCE OF BEING A COSPLAYER: AN INTERPRETATIVE PHENOMENOLOGICAL ANALYSIS APPROACH

Fakultas Psikologi, Universitas Diponegoro, Indonesia

Received: 27 Mar 2018; Published: 26 Jun 2020.

Citation Format:
Abstract

Cosplay is defined as the type of performing arts of an individual wearing a costume as a fictional character, usually from graphic novels, comics, anime media, cartoons, video games, or science fiction and fantasy. The method of data analysis that is used in this study is an Interpretative Phenomenological Analysis (IPA) approach. The procedure focuses on exploring the experiences, thoughts, and unique events the subject has through interviews. Subjects were selected based on following criteria: subject is a cosplayer that has been actively cosplaying for three years and has played more than five characters. The results of this study show three focus themes of character personification, self-transformation and impression for the sake of appreciation. Researchers found that whilst being a cosplayer, subjects are required to imitate the character not only in terms of visual representation but also the nature possessed by the character. Thus, this study is expected to be useful for a description of a participatory modern subculture, such as cosplay, and an understanding of people with an interest in fictional characters.

 

Fulltext View|Download
Keywords: cosplay,role-play, social identification

Article Metrics:

  1. Burke, J., P., Stets, E. J. (1998). Identity Theory And Social Identity Theory. Washington State University
  2. Feist, J., & Feist , G. J. (2012). Teori kepribadian. Jakarta: Salemba Humanika
  3. Ito, K., & Crutcher, P. A. (2014). Popular mass entertainment in Japan: Manga, Pachinko, and Cosplay. Society, 51(1), 44–48. https://doi.org/10.1007/s12115-013-9737-y
  4. Lotecki, A. (2006). Cosplay culture: The development of interactive and living
  5. art through play. Ryerson University Jurnal
  6. Myers, D. G. (2014). Psikologi sosial. Jakarta : Salemba Humanika. Mulyana, D. (2007). Ilmu komunikasi suatu pengantar. Bandung : Rosdakarya
  7. Rahman, O., Liu W., Brittany Hei-Man Cheung. (2012). "Cosplay": Imagitive self and performing identity. Fashion Theory, Vol.16, No.3, 317-342. doi: 10.2752/175174112X13340749707204
  8. Rangarajan, D., Gelb, B. D., & Vandaveer, A. (2017). Strategic personal branding-And how it pays off. Business Horizons, 60(5), 657–666. https://doi.org/10.1016/j.bushor.2017.05.009
  9. Rosenberg, R. S., & Letamendi, A. M. (2013). Expressions of fandom: Findings from a psychological survey of cosplay and costume wear. The Journal of Cult Media, (5)9, 14. Diakses dari http://intensitiescultmedia.com/issue-5-springsummer-2013/
  10. Sears, D. O., & Freedman, J. L. (2009). Psikologi sosial. Edisi Kelima Jilid 1. Jakarta: Erlangga
  11. Smith, J. A., (2009) Psikologi kualitatif. Yogyakarta: Pustaka Pelajar
  12. Smith, J. A., Flower, P., & Larkin, M. (2009). Interpretative phenomenological analysis: Theory, methods and research. London: SAGE Publications. Taylor, S. E., & Peplau, L. A., & Sears, D. O. (2009). Psikologi Sosial. Edisi Kedua Belas. Jakarta: Kencana Tracy, B., (2007). Change Your Thinking Change Your Life. Bandung : PT Mizan Pustaka
  13. Wardana, I. M. (2015). Penggunaan budaya populer dalam diplomasi budaya Jepang melaui world cosplay summmit. Jurnal Universitas Udayana Winge, T. (2006). costuming the imagination: Origins of anime and manga cosplay. Minneapolis: University of Minnesota Press

Last update:

No citation recorded.

Last update:

No citation recorded.