TRADITIONAL GAMES AS NARRATIVE ELEMENTS IN INDONESIAN ANIMATED SERIES

Authors

  • Nurulita Widianti Telkom University, Indonesia Author
  • Mohammad Isa Pramana Koesoemadinata Telkom University, Indonesia Author
  • Riksa Belasunda Telkom University, Indonesia Author

DOI:

https://doi.org/10.5281/zenodo.21615383

Keywords:

Animation, Indonesian animated series, Narrative function, Traditional games, Visual storytelling

Abstract

Traditional games represent an important part of Indonesia's intangible cultural heritage, yet their presence in contemporary society has gradually declined due to the increasing dominance of digital entertainment. Animation has emerged as a potential medium for preserving cultural heritage by incorporating traditional cultural practices into visual storytelling. Research on animation has largely highlighted cultural representation, whereas the narrative role of traditional games remains less examined. This research aims to analyze how traditional games function as narrative elements in Indonesian animated series. A qualitative case study approach was employed using qualitative content analysis of three Indonesian animated series: Desa Timun, Doyok Otoy Ali Oncom (D.O.A.), and Entong. Data were collected through repeated visual observation of scenes featuring traditional games and analyzed based on their narrative position, mode of presentation, and level of exposure. The findings reveal three distinct narrative functions. In Desa Timun, traditional games serve as narrative drivers that shape plot progression and character development. In D.O.A., they function as everyday narrative activities that support social interaction and reinforce the realism of daily life. In Entong, traditional games primarily act as cultural markers that strengthen local identity and narrative settings. The analysis shows that traditional games contribute to animated storytelling in diverse ways beyond their role as visual representations of culture.

Downloads

Download data is not yet available.

References

Abbas, N. B., & Ryan, M.-L. (2004). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. The Yearbook of English Studies, 34, 277. https://doi.org/10.2307/3509518

Abd Mokmin, A., Perumal, V., & Amir Sharji, E. (2026). Animating Oral Traditions: A Qualitative Evaluation of 2D Media for Preserving Sabah’s Heritage. International Journal of Creative Multimedia, 7(1), 139. https://doi.org/10.33093/ijcm.2026.7.1.7

Amalia, Y. (2015, November 8). Empat serial animasi lokal yang saingi Upin dan Ipin. Merdeka.Com. https://www.merdeka.com/peristiwa/read/6940912/empat-serial-animasi-lokal-yang-saingi-upin-dan-ipin#google_vignette

Anderson, B. R. O. . (2016). Imagined communities : reflections on the origin and spread of nationalism. Verso.

Bal, Mieke. (2017). Narratology : introduction to the theory of narrative. University of Toronto Press.

Bendazzi, G. (2015). Animation: A World History. Routledge. https://doi.org/10.4324/9781315720746

Chatman, S. (2019). Story and Discourse. Cornell University Press. https://doi.org/10.1515/9781501741616

Chik, A. (2014). Digital Gaming and Language Learning: Autonomy and Community. Language Learning & Technology, 18(2), 85–100. https://doi.org/10.64152/10125/44371

Creswell, J. W. ., & Poth, C. N. . (2018). Qualitative inquiry & research design : choosing among five approaches. SAGE.

Firdaus, M. R., Supriyadi, T., & Rahman, A. A. (2026). Traditional Games for Strengthening Sportsmanship and Cooperation in Elementary School Physical Education. Journal Coaching Education Sports, 7(1), 206–216. https://doi.org/https://doi.org/10.31599/z5pk3053

Fitri, M., Nur, H. A., & Putri, W. (2020). The Commemoration of Independence Day: Recalling Indonesian Traditional Games. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.587196

Fitria, T. N. (2022). Culture-based Animation: Inserting Indonesian Local Culture in Animation Series ‘Si AA.’ Journal of Language and Literature, 22(2), 362–374. https://doi.org/10.24071/joll.v22i2.3942

Furniss, Maureen. (2016). A new history of animation. Thames & Hudson.

Giaccardi, E. (Ed.). (2012). Heritage and Social Media. Routledge. https://doi.org/10.4324/9780203112984

Hall, Stuart., Nixon, Sean., & Evans, Jessica. (2025). Representation : cultural representations and signifying practices. Sage.

Herman, D. (2009). Basic Elements of Narrative. Wiley. https://doi.org/10.1002/9781444305920

Krippendorff, K. (2019). Content Analysis: An Introduction to Its Methodology. SAGE Publications, Inc. https://doi.org/10.4135/9781071878781

Kusumanto, D. (2021, April 15). Doyok Otoy Ali Oncom siap tayang di RTV. Kaori Nusantara. https://www.kaorinusantara.or.id/newsline/164988/doyok-otoy-ali-oncom-siap-tayang-di-rtv

Lathifah, W., Sutapa, P., Syamsudin, A., & Christianti, M. (2025). Implementation of traditional games based on Ki Hadjar Dewantara’s philosophy to develop social skills in early childhood. Cogent Education, 12(1). https://doi.org/10.1080/2331186X.2025.2529419

Mayer, R. E. (2009). Multimedia Learning. Cambridge University Press. https://doi.org/10.1017/CBO9780511811678

Napier, S. J. (2001). Anime from Akira to Princess Mononoke. Palgrave Macmillan US. https://doi.org/10.1057/9780312299408

Oktavianggi, B. (2023, December 13). Inovatif: Desa Timun, animasi wayang pertama di Indonesia. Kompasiana. https://www.kompasiana.com/bellaoktavianggi/657a67a712d50f388b008e62/inovatif-desa-timun-animasi-wayang-pertama-di-indonesia

Patton, M. Quinn. (2015). Qualitative research & evaluation methods : integrating theory and practice. SAGE Publications, Inc.

Rose, Gillian. (2016). Visual methodologies : an introduction to researching with visual materials. SAGE Publications Ltd.

Schreier, Margrit. (2013). Qualitative content analysis in practice. Sage.

Sovieti, Mahdum, Kurnia, R., & Ayub, D. (2026). Traditional games as cultural tools for developing early childhood social intelligence: A theory-informed integrative synthesis. Multidisciplinary Science Journal, 8(11), 2026727. https://doi.org/10.31893/multiscience.2026727

UNESCO. (2003). Convention for the Safeguarding of the Intangible Cultural Heritage. UNESCO. https://ich.unesco.org/en/convention

Wells, P. (2002). Animation and America. Edinburgh University Press. https://doi.org/10.1515/9781474473521

Yin, R. K. ., & Campbell, D. T. . (2018). Case study research and applications : design and methods. SAGE Publications, Inc.

Downloads

Published

2026-07-26