Pratama, Romilanio Markiseldy (2022) Perancangan Animasi 2D Sebagai Upaya Pencegahan Penipuan dalam Transaksi Jual Beli Akun Game Online. Undergraduate thesis, UPN Veteran Jawa Timur.
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Abstract
Advances in information technology affect the development of internet networks that create online buying and selling transactions. Online transactions are not protected from fraudulent act called cybercrime which often occurs in online transactions without using an e-commerces platform. Not all e-commerce platforms provide the feature of selling game accounts, therefore the services of a middleman in the game account trading group at internet are expected to reduce the occurrence of fraud in the sale and purchase of online game accounts. So, to increase awareness of online game account buying and selling persons about the existence of middleman services and their functions, it is necessary to convey interesting and easy-to-understand information media in the form of animated videos. The research method in designing this animation uses qualitative and quantitative methods. The qualitative method was carried out by in-depth interviews with several victims in buying and selling online game accounts and observations. The results of this data collection continued with the analysis process. The data analysis process uses descriptive analysis which will explain all the data results obtained without linking one explanation of the data results with other data explanations. So that various kinds of fraudulent motives were found in buying and selling online games and how to overcome them with middleman services. And for the sake of knowing the visuals in animation that are attractive to the audience as well as the persons who buying and selling online games. The keyword "Safety Dynamical Transaction" was also found, which means safe dynamic transactions to create themes in this animated video. These keywords are used as a reference in making story concepts and visuals from the Middleman Online Game Service animation video which is delivered in the form of daily stories so that the audiences can relate to their real life and can implement it in buying and selling online game account transactions.
Item Type: | Thesis (Undergraduate) | ||||||||||||
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Contributors: |
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Subjects: | H Social Sciences > H Social Sciences (General) L Education > L Education (General) N Fine Arts > N Visual arts N Fine Arts > NX Arts in general |
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Divisions: | Faculty of Architecture and Design > Departement of Visual Communication Design | ||||||||||||
Depositing User: | Romilanio Romilanio Markiseldy Pratama | ||||||||||||
Date Deposited: | 06 Jun 2022 01:56 | ||||||||||||
Last Modified: | 06 Jun 2022 01:56 | ||||||||||||
URI: | http://repository.upnjatim.ac.id/id/eprint/6641 |
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