Rhythm Game Traditional Musical Instrument Co-Modification Into Digital Media As Part of Pop-Culture and Cultural Preservation

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RHYTHM GAME: TRADITIONAL MUSICAL INSTRUMENT CO-MODIFICATION INTO DIGITAL MEDIA AS PART OF POP-CULTURE AND CULTURAL PRESERVATION

ABSTRACT Indonesia has many traditional musical instruments that have been passed on from generation to generation. Each of the instruments has unique feature and role in the Indonesian history of culture. However, at this modern time, Indonesian people prefer learning popular musical instruments to the traditional one. Fortunately, some digital media developers in Indonesia have found a creative way to preserve this cultural heritage of ours. Rhythm Game is a genre of game where the players have to comprehend the rhythm provided by the game in order to win. Some rhythm games are now used to simulate how to play a musical instrument. One of Indonesian traditional musical instrument, Angklung, has been simulated into Rhythm Games, among which Bamboo Beat and Angklung Heroes can be mentioned. Each of the games has different kind of interactions and forms of console so it has its own appeal. This way, the creator hoped that they will know more about Angklung and be interested in learning the real Angklung. However, when these traditional musical instruments are co-modificated into digital media, there are some changes of value applied. For example, Angklung was created to be played by a group of people to show togetherness, but now people can play Angklung alone with those games. Starting from this problem, this study aims to explore the potential and the changes of value in these traditional musical instrument rhytym games. Keywords: Rhythm Game, Traditional Musical Instrument, Digital Media.

TITLE

RHYTYM GAME: TRADITIONAL MUSICAL INSTRUMENT COMODIFICATION INTO DIGITAL MEDIA AS PART OF POP-CULTURE AND CULTURAL PRESERVATION

1st Author Co-Authors


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SADELI, Evelyn MUTIAZ, Intan,R.

evelyn_sadeli@yahoo.com, intanrm@yahoo.com,

Institut Teknologi Bandung

Proposed Conference Track: D. Digital Media and Information Technology harnessing Creative

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