PERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR

Humans are creatures that are easy to adapt according to changes in their environment in order to survive. At the beginning of the pandemic, and the self-isolation policy was enforced, the majority felt uncomfortable and anxious to adjust to the new "New Normal" habits which were all on...

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Main Author: Nabila Zarlan, Annisa
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/71353
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:71353
spelling id-itb.:713532023-02-01T12:34:06ZPERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR Nabila Zarlan, Annisa Indonesia Final Project visual novel, cocooning behavior, late-teenager, isolation, mental health INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/71353 Humans are creatures that are easy to adapt according to changes in their environment in order to survive. At the beginning of the pandemic, and the self-isolation policy was enforced, the majority felt uncomfortable and anxious to adjust to the new "New Normal" habits which were all online, minimal contact with other people, and reduced going from home. But after running for more than a year, humans naturally adapt, "New Normal" begins to be considered to be the real normal. So that when the possibility begins to appear to return to normal before the "New Normal" not a few people feel anxious to adapt again. A phenomenon that can be referred to as "Cocooning Behavior" where the individual who experiences it feels comfortable with his solitude behind a cocoon that seems to protect him from the outside world (Faith Popcorn, 1981). Generally, people who experience this phenomenon choose themselves not to leave their homes, but during the pandemic, everyone is encouraged to reduce activities outside and interact socially. This can risk making people who previously did not show indications of having social anxiety to experience it too, especially for late teens who are having a high need to interact with other people in their developmental period to shape their character towards adulthood. The final project design with the topic of cocooning behavior is planned to use Visual Novel media which is one of the games that focuses on the narrative where the choices made by the user will have a big influence on the storyline; giving rise to narrative immersion that can make users feel involved with the narrative being delivered. Empathy will also arise when users can begin to feel attached to certain characters and understand the narrative on a personal level. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Humans are creatures that are easy to adapt according to changes in their environment in order to survive. At the beginning of the pandemic, and the self-isolation policy was enforced, the majority felt uncomfortable and anxious to adjust to the new "New Normal" habits which were all online, minimal contact with other people, and reduced going from home. But after running for more than a year, humans naturally adapt, "New Normal" begins to be considered to be the real normal. So that when the possibility begins to appear to return to normal before the "New Normal" not a few people feel anxious to adapt again. A phenomenon that can be referred to as "Cocooning Behavior" where the individual who experiences it feels comfortable with his solitude behind a cocoon that seems to protect him from the outside world (Faith Popcorn, 1981). Generally, people who experience this phenomenon choose themselves not to leave their homes, but during the pandemic, everyone is encouraged to reduce activities outside and interact socially. This can risk making people who previously did not show indications of having social anxiety to experience it too, especially for late teens who are having a high need to interact with other people in their developmental period to shape their character towards adulthood. The final project design with the topic of cocooning behavior is planned to use Visual Novel media which is one of the games that focuses on the narrative where the choices made by the user will have a big influence on the storyline; giving rise to narrative immersion that can make users feel involved with the narrative being delivered. Empathy will also arise when users can begin to feel attached to certain characters and understand the narrative on a personal level.
format Final Project
author Nabila Zarlan, Annisa
spellingShingle Nabila Zarlan, Annisa
PERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR
author_facet Nabila Zarlan, Annisa
author_sort Nabila Zarlan, Annisa
title PERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR
title_short PERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR
title_full PERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR
title_fullStr PERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR
title_full_unstemmed PERANCANGAN VISUAL NOVEL MENGENAI “COCOONING BEHAVIOR” SEBAGAI DAMPAK ISOLASI BERKEPANJANGAN PADA PADA KESEHATAN REMAJA AKHIR
title_sort perancangan visual novel mengenai “cocooning behavior” sebagai dampak isolasi berkepanjangan pada pada kesehatan remaja akhir
url https://digilib.itb.ac.id/gdl/view/71353
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