Sei sulla pagina 1di 81

THE TYPOGRAPHY IN GAMESTATION MAGAZINE: A

SEMIOTIC ANALYSIS

THESIS

BY:
TRI HAKSAGIAN PASUNGGINGAN
NPM. 09.321.296

DEPARTEMENT OF ENGLISH TEACHING


FACULTY OF TEACHER TRAINING AND EDUCATION
PGRI UNIVERSITY OF MADIUN
2017

xi
THE TYPOGRAPHY IN GAMESTATION MAGAZINE: A
SEMIOTIC ANALYSIS

THESIS

Presented to the Department of English Teaching, Faculty of Teacher


Training and Education, PGRI UNIVERSITY of MADIUN, in Partial
Fulfilment of the Requirements for an Undergraduate Degree of English
Teaching

BY:
TRI HAKSAGIAN PASUNGGINGAN
NPM. 09.321.296

DEPARTEMENT OF ENGLISH TEACHING


FACULTY OF TEACHER TRAINING AND EDUCATION
PGRI UNIVERSITY OF MADIUN
2017

x
SIGNATURE PAGE OF ADVISORS

Thesis by Tri Haksagian Pasunggingan entitled The Typography in Gamestation


Magazine: A Semiotic Analysis has been reviewed and approved by the advisors
for the thesis examination.

Madiun, February 10, 2017


Advisor

Dr. Aris Wuryantoro, M.Hum.


NIDN. 0318097104

Madiun, February 10, 2017


Co-Advisor

Lusia Kristiasih Dwi P., S.S., M.A.


NIDN. 0709067201

xi
SIGNATURE PAGE OF THE BOARD OF EXAMINERS

Thesis by Tri Haksagian Pasunggingan entitled The Typography in Gamestation


Magazine: A Semiotic Analysis has been defended and is approved by the board of
examiners on February 16th, 2017.

Board of Examiners

Drs. H. Sumani, M.M., M.Hum. Chair


NIDN. 0030016602

Samsul Arifin, S.Pd., M.Pd Secretary


NIDN. 0704108503

Dr. Aris Wuryantoro, M.Hum. Member


NIDN. 0318097104

Lusia Kristiasih Dwi P., S.S., M.A. Member


NIDN. 0709067201

Dr. Lulus Irawati, M.Pd. Member


NIDN. 0713047501

Faculty of Teacher Training and Education Department of English Teaching


Dean, Chair,

Dr. drh. C. Novi Primiani, M.Pd. Samsul Arifin, S.Pd., M.Pd


NIDN. 0727116903 NIDN. 0704108503

x
STATEMENT OF ORIGINALITY

I, the undersigned:

Full Name : Tri Haksagian Pasunggingan


Student ID No. : 09.321.296
Department : English Teaching
Faculty : Faculty of Teacher Training and Education
Hereby declare that this submission is my own work and that, to the best of my
knowledge and belief, it contains no material previously published or written by
another person nor material which to a substantial extent has been accepted for the
award of any other degree or diploma of the university or other institute of higher
learning, except where due acknowledgment has been made in the text.

Madiun, February 14, 2017

Tri Haksagian Pasunggingan

xi
MOTTO

So Make It Easy

DEDICATIONS

This thesis dedicated to:

1. Thanks to ALLAH SWT.

2. Her lovely father and mother Mr.Sugianto and Mrs.Sumilah. Who always

support in every single need and obstacles.

3. My special person Jasmine, thanks for love, care, pray, support, and who

make wonderful life.

4. All of his friends in old PBI, PGRI UNIVERSITY of MADIUN, especially

2010,2011 who give his inspiration, support in making this thesis and

during his study

x
FOREWORDS

Praise is to Allah SWT, the most Gracious and the most Merciful, who has

given strength, blessing and love so that the researcher is able to finish this final

project. By the Gods permission, the researcher can fulfil the partial requirement

to get the Undergraduate Degree of the Department of English Teaching, the

Faculty of Teacher Training and Education, PGRI UNIVERSITY OF MADIUN.

Furthermore, there are many person who give helps to the researcher in

doing the research up to arranging the researchs report. For all person who give

helps to the researcher, the researcher is awfully grateful, especially to:

1. Dr. H. Parji, M.Pd., the Rector of PGRI UNIVERSITY OF MADIUN who

has given his permission to write the thesis.

2. Dr. drh. C. Novi Primiani, M.Pd, the dean of the Faculty of Teacher Training

and Education

3. Samsul Arifin, S.Pd., M.Pd., the chair the Department of English Teaching

for approving this thesis.

4. Dr. Aris Wuryantoro, M.Hum., the first advisor who gives the researcher

advices and suggestions to make the researcher thesis better.

5. Lusia Kristiasih Dwi P., S.S., M.A., the second Advisor who gives the

researcher advices and suggestions to make the researcher thesis well too.

6. All the lectures and the officer in the Department of English Teaching who

give their helps in facilitating the researcher to make the research.

7. My beloved parents, brother, and friends for their everlasting love, unlimited

patience, and wonderful support.

xi
8. The librarian who give their helps to the researcher in serving and facilitating

the references that are need by the researcher.

9. Those who help the writer that cannot mentioned one by one.

The researcher also thanks everyone who gives their help and support.

Without their help support, the thesis would never be like this. Therefore, the

researcher accepts gratefully every suggestion, criticism, and comment from those

who concern to this thesis. Hopefully this thesis will be able to give contribution

and be useful of the readers, especially for the next researchers.

Madiun, 14 February 2017

The researcher

x
TABLE OF CONTENTS

Page

INNER COVER .............................................................................................. i

SIGNATURE PAGE OF ADVISOR .............................................................. ii

SIGNATURE PAGE OF THE BOARD OF EXAMINERS .......................... iii

STATEMENT OF ORIGINALITY ................................................................. iv

MOTTO AND DEDICATION ........................................................................ v

FOREWORDS ................................................................................................ vi

TABLE OF CONTENTS ................................................................................ vii

LIST OF TABLES .......................................................................................... viii

LIST OF FIGURES ........................................................................................ ix

LIST OF APPENDIX . ................................................ x

ABSTRACT .................................................................................................... xi

Chapter I INTRODUCTION .................................................................... 1

A. Background of the Study ....................................................... 1

B. Limitations of the Study ......................................................... 4

C. Problems of the Study ............................................................ 4

D. Purposes of the Study ............................................................ 4

E. Significances of the Study ...................................................... 4

F. Research Method .................................................................... 5

G. Theoretical Framework .......................................................... 10

H. Definition Key Terms ............................................................ 36

xi
Chapter II THE RESEARCH FINDING ...................................................... 37

A. Data Presentation ................................................................... 37

B. Discussion ............................................................................. 41

Chapter III THE RESEARCH FINDING ...................................................... 49

A. Data Presentation ................................................................... 49

B. Discussion ............................................................................. 53

Chapter IV CONCLUSIONS AND SUGGESTIONS .................................. 57

A. Conclusions ............................................................................ 57

B. Suggestions ............................................................................ 58

BIBLIOGRAPHY . .................................................... 59

APPENDIX . ............................................................. 62

VITA ............................................................................................................ 65

x
LIST OF TABLES
Page
Tables 2.1. The Anatomy of Typography ............................................................. 39
Tables 3.1. The Meaning of Typography Gamestation Magazine ........................ 50

xi
LIST OF FIGURES

Figures 1. Pictographs 4000 BC....................................................................... 11


Figures 2. Phonograms 3000 BC ..................................................................... 11
Figures 3. The Phoenicians 1800 BC ............................................................... 11
Figures 4. The Greeks and Romans 1000 BC .................................................. 12
Figures 5. The Chinese 1040............................................................................ 12
Figures 6. Textura Blackletter1454 .................................................................. 12
Figures 7. The advent mass communication 1500 ........................................... 13
Figures 8. John Baskerville 1760 ..................................................................... 13
Figures 9. Die Neue Typographie 1928 ........................................................... 14
Figures 10. Times New Roman 1932............................................................... 14
Figures 11. Bold Mode 1930s-1940s ............................................................ 14
Figures 12. The New York School 1959.......................................................... 15
Figures 13. Photosetting 1960s ....................................................................... 15
Figures 14. Apple Macintosh 1984 .................................................................. 16
Figures 15. Richard Doyle ............................................................................... 17
Figures 16. Art and craft movement ................................................................ 18
Figures 17. Art Nouveau .................................................................................. 18
Figures 18. Art Deco ........................................................................................ 19
Figures 19. Modernism by Jan Tschihold ........................................................ 20
Figures 20. Postmodernism .............................................................................. 20
Figures 1.1. Renaissance 15th & 16 centuries .................................................. 21
Figures 1.2. Baroque 17th centuries ................................................................. 21
Figures 1.3. Neoclassical 18th centuries ........................................................... 22
Figures 1.4. Romantic 18th & 19th centuries .................................................... 22
Figures 1.5. Realist 19th & 20th centuries ......................................................... 23
Figures 1.6. Geometric Modernist 20th centuries ............................................. 23
Figures 1.7. Lyrical Modernist 20th centuries .................................................. 24
Figures 1.8. Postmodernist late 20th centuries.................................................. 24
Figures 1.9. Typographic Anatomy ................................................................. 25

x
Figures 1.1.1. Example of Serif ....................................................................... 28
Figures 1.1.2. Example of Sans Serif ............................................................... 28
Figures 1.1.3. Example of Dingbats ................................................................. 29
Figures 1.1.4. Example of Mono-Spaced ......................................................... 29
Figures 1.1.5. Example of Text ........................................................................ 29
Figures 1.1.6. Example of Display ................................................................... 30
Figures 1.1.7. Example of Script ...................................................................... 30
Figures 2.1. Geestorial Part Gamestation Magazine ........................................ 38
Figures 2.2. Marvel on Geestorial Part Page 20 ........................................... 42
Figures 2.3. VS on Geestorial Part Page 20 ................................................. 43
Figures 2.4. CAPCOM on Geestorial Part Page 20 ...................................... 44
Figures 2.5. Fate of Two Worlds on Geestorial Part Page 20 ...................... 45
Figures 2.6. 3 on Geestorial Part Page 20 .................................................... 46

xi
LIST OF APPENDIX

Page

Tables 1. Gamestation Magazine vol 181November 2010 ................................... 65

x
ABSTRACT

Tri Haksagian Pasunggingan, 2017. THE TYPOGRAPHY IN GAMESTATION


MAGAZINE: A SEMIOTIC ANALYSIS. Undergraduate Thesis.
Department of English Teaching, The Faculty of Teacher Training and
Education, PGRI UNIVERSITY of MADIUN. First advisor Dr. Aris
Wuryantoro, M.Hum, Second advisor Lusia Kristiasih Dwi P., S.S., M.A.

Key Terms: Typography, Gamestation Magazine, Semiotics

Restrictions problem in this research is to use the typography semiotics


viewpoint. The focus of research is what kinds of typography does Gamestation
magazine contain? In addition, what are meaning of the typography in
Gamestation magazine? The purpose of this research is to identifying and
describes the meaning contained in the sign using semiotics analysis of Charles
Sanders Pierce.
The research uses qualitative method. The researcher applies descriptive
qualitative method. The technique of collecting data is documentation. To analyse
the data, the researcher uses content analysis.
The results showed that the use of kinds typography MARVEL, VS,
CAPCOM, 3 and Typography FATE OF TWO WORLDS. The meanings
of typography in Gamestation are, typography in Gamestation magazines are
reflected the new identity of video game. Their combination from two brands with
different of games and typography style into single invention of games.
MARVEL bases modernist, it seems on Helvetica fonts. VS with Geometric
style design like a MARVEL and the Agency FB fonts, VS provided the
emphasis with silver colour on the fonts between typography MARVEL and
CAPCOM. Typography CAPCOM has style older than MARVEL it seems
on Serif type Korinna ITC fonts.

xi
CHAPTER I

INTRODUCTION

This chapter presents about background of the problems, limitation of the

study, statement of the problems, purpose of the study, significances of the

study, research methodology, theoretical review and definition of key terms.

A. Background of Study

Typography or study of typesetting occurs since human lived are cause of

poor message on writing. Communication and giving information are practiced

on oral. Before acquainting with type, that was remembered much event creating

in poems and orality. Then delivering the messages with new model appears, for

means other imagery messages the human rooted, carve, drawer and then write

and printing.

Historical of typography started from utilization of pictograph. The

language has been used people of Viking Norwegian and Indian. The Egyptians

font was raised. They called Hieratic, with the famous of name hieroglyphs in

thirteen century. That forms have begun to be written with special marker. In

Rome, Romanians had been studying about typing system. In addition,

Romanians had succeeded creating the Romanian fonts.

This time typography had been growing of hand creation to

computerized. Computerization of typography makes the typographer works

more quickly and easily. Every character on the alphabet has unique forms. It

makes different between fonts G, I, A, or N. Depending on how the

reader sees its visuals correlation. Currently one of aspects has been ignored the

x
writer, the researcher or professionals typography. The aspects are much link

with problem of readability visual comfy. Moore (1995) showed some aspects

that must be hint there are readability, suitability, producibility, line width and

space. It means that the aspect is linked readability in certain texts. Text or types

will be legible if every type is easy to acquaint.

Plumley (In Suwardjono, 2008) Say: The main purpose of printed

material, for example, is to convey a message to the reader. Likewise, the main

purpose of design is to convey a message that attracts your readers attention and

persuade them to pick up the printed material and read it, creating readers rather

than browsers. It means that, typography is important for magazine not only to

attract attention but also persuade readers. It is typography that makes a

magazine designed interestingly. The typography is apply on productions of

mass media namely GameStation magazine. The typography is to convey

visualization attractive message.

GameStation magazine is one of game magazine in Indonesia

manufactured by PT. Megindo Tunggal Sejahtera. The company is built in

Bandung 1996. Gamestation is a monthly magazine that focuses on everything

related to video game. While, Animonster is a monthly magazine that provide

information about various Japanese culture phenomenon such as anime, manga,

cosplay, and J-music that has been very popular around the world, including

Indonesia. In other segment, PT. Megindo Tunggal Sejahtera are also publishing

Cinemags, movie & entertainment magazine offering the latest movie and

xi
entertainment news both from local and International sources.

(http://megindo.wordpress.com/about/, 2013/09/19)

From the three of main products, GameStation has complete typography.

To understand sign and meaning of typography the researcher choses

GameStation magazine as an object. It will do with kinds of typography and

meaning behind.

To study sign and meaning of the typography in GameStation magazine,

the researcher used model semiotics of Charles Sanders Peirce. According to

Peirce (1894), sign organize in semiotics are Icon, Index and symbol. Icon is a

sign of replicated from that truth representative object. Index is a sign had

relation cause effect from the representative object or called sign as a proof.

While symbols is a sign based on convention, rules and engagement.

Based on the background of study, the researcher is interested in analyzing

about what kinds and intended meaning of typography are in GameStation

magazine. From all of the statements, the researcher takes the title of research

THE TYPOGRAPHY IN GAMESTATION MAGAZINE: A SEMIOTIC

ANALYSIS

x
B. Limitations of the Study

The limitation lies on GameStation magazine Vol 181 November 2010. It

will take on style design

C. Problems of the Study

Based on the background of study, the problems formulated as follow:

1. What kinds of typography does Gamestation magazine contain?

2. How is meaning of typography in Gamestation magazine?

D. Purposes of the Study

In accordance with the problem of the study, the objectives formulated as

follows:

1. Identifying the kinds of typography in GameStation magazine.

2. Describing intended meaning of typography in gamestation magazine.

E. Significances of the Study

The significances of the study formulated as follows:

1. The result of the study can be expected to give contribution of typography

designer analysis for the next researches

2. The result of the study can be expected to give understanding about style

design, type and fonts in typography

3. The result of the study can be expected to give understanding to readers

about the meaning of typography in GameStation magazine

xi
F. Research Method

1. Types and Approach of Research

a. Approach of Research

The method must have right steps based on the characteristics of the

object that be studied. This research uses the qualitative method.

According to Flick (2009: 4),

Qualitative research is establishing itself in many social


sciences, in psychology, in nursing, and the like. As a notice to
the field or as an experienced research, you can use a great
variety of specific methods, each of which start from different
premises and pursue different aims. Each method in qualitative
research based on specific understanding of its object.

The data collected is in the form of the words or pictures rather

numbers, Bogdan and Biklen (In Fraenkel, 2012: 427). This research uses

qualitative descriptive method that is kind of document analysis by

researching the kinds and meaning of typography in the Gamestation

magazine volume 181 November 2010 edition. The researcher will work

with words.

b. Types of Research

Considering the limitations of the study and the nature of the

problems of study, this research is a descriptive qualitative one. According

to Borg and Gall (2005: 38), Descriptive research is unique in the number

of variable employed. Descriptive research emerges following creative

exploration, and serves to organize the finding in order to fit them with

explanation and then, test or validate those explanations.

x
Some qualitative studies present descriptive research of the central

phenomenon. This research takes the central phenomenon on words, to see

types and meaning of sign the research uses semiotics. It will explain the

data as suggested by Creswell (2009: 14) In qualitative research, inquirers

employ theory as a broad explanation

Referring to Peirce (1894) semiotics is divided into three of elements

on signs; Icon, Index and symbol. Semiotics is as a meaning builder in a

message. Message means investigating to see intended meaning of sign.

2. Sources of Data

Source of data refers to a condition which is gathering some data or

information that needed by a writer. Based on Yin (2011: 51), A source of

data-in many cases a fieldwork setting (where are you going to get the data

that are to be collected?). It means that source of data refers to a condition

which represents some data or information that will be collected by a writer.

In this research, the reseacher takes sources of data from Gamestation

magazine volume 181 November 2010 editions downloading from websites.

3. Methods of Collecting Data

In doing a research, some of data are need to achieve the objectives of

the research. The way of collecting data in this study is conduct through

documentation and content analysis method. In documentary method, the

data are obtained without the intervention of the researcher and are usually

applied in literature or culture research( Lincoln and Guba, 1985: 227).

According to Bogdan and Biklen (2007: 64) Popular culture document:

xi
produced by commercial purposes to entertain, persuade, and enlighten the

public.

According to the theories of documentation method, the data of these

studies collected through several steps. First, the researcher reads and

observes the content of the Gamestation magazine thoroughly. Second, the

researcher consults the content of the typography in Gamestation magazine

with the theories of typographical. Third, the researcher analyses the kinds of

typography in Gamestation magazine by a semiotics analysis.

Based on statement above, this research uses documentation method to

collect data, that suitable with the source of data taken from Gamestation

magazine volume 181 November 2010 editions

4. Techniques of Analyzing Data

This research is qualitative, data analysis used to describe, all the result

of the study to answer the queestion from the problem. This type of analysis

was use to reveal the content of Gamestation magazine. Wiersma (1995: 216)

states, Data analysis in qualitative research is a process of successive

approximation towards an accurate description and interpretation of

phenomena. Therefore, this research aimed to present an description and

interpretation of the phenomenon by revealing the words as typography when

it written in the Gamestation magazine vol 181 November 2010 editions.

According to Miles and Huberman (1984: 21-22), Qualitative data are

attractive. They are a source of well-grounded, rich descriptions and

explanations of processes occurring in local contexts. With qualitative data

x
one can preserve the chronological flow, assess local causality, and derive

fruitful explanations. Data analysis is a process of organizing and classifying

data into a certain pattern, category, and basic unit of analysis, so the theme

can found and working hypothesis suggested by the data can formulated.

Technique of data analysis used by the researcher of some step,

a. Reducing Data

The first step, process of selecting, focusing, simplifying,

abstracting, and transforming the raw data that appear in written-up field

notes The researcher uses eliminates the data of typography in

Gamestation magazine vol 181 November 2010, make summary and only

chosen related data based on limitation the study

b. Displaying data

The second of analysis activity is data display. A display is an

organized assembly of information that permits conclusion drawing and

action taking. The most frequent form of display for qualitative data has

been narrative text. The researcher needs to display the data of

typography in order to give clear description about result of the research.

c. Conclusion

The third of analysis activity is conclusion. After data collection

and displaying data has done, the researcher makes a conclusion as final

of research.

xi
5. Validity Data

Maxwell highlights the issues of validity by referring to the

correctness or credibility of a description, conclusion, explanation,

interpretation, or other sort of account (1996:87). Referring to Flick (2009:

417) triangulation is also used as a strategy for improving quality of

qualitative research by extending the approach to the issue under study. It

means that this research involves the main source and secondary source so it

has called as a data sources triangulation.

The main sources in this research are the kinds of typography and the

meaning of typography in Gamestation magazine volume 181 November

2010 editions. Secondary source is the theories. The writers try to recheck the

result of the study by reviewing theories. Further, it called methodological

triangulations for the reason that the writers describe and analyse the kinds of

typography and the meaning of typography in Gamestation magazine volume

181 November 2010 editions and review the theories by semiotics analysis

approach in analysing the data.

x
G. Theoretical Framework

This chapter takes details various studies from the typography,

Gamestation magazine and semiotics literature to support studying kinds of

typography and meaning of it in the Gamestation magazine.

1. Typography

Typography is the art or work to preparing books, for printing,

especially of designing how text will appear when it is printed, (Hornby,

2010). Typography, one of the most important elements of design, refers to

the style, arrangement, or appearance of typeset elements and the general

appearance of printed page. Plumley (in Suwardjono, 2008:1). In these

cases, typography is composed fonts on the alphabets is important for

media.

The communication based on representation of symbols to object

(pictograph), for example a circle with lines shining out perhaps pictograph

of sun and representative of message or main ideas (ideograph). Refer to

Rustan (2008) teks merupakan salah satu elemen layout terpentng. . .

setiap jenis huruf mempunyai sifat dan dapat memberi kesanya berbeda

satu sama lain it means that shape or form of fonts giving impression to

create realities of sound.

According to Felici (2011:51) A font contains all the information

needed to position and image the characters that it represents. It means that

more than the uses of fonts are crucial to give image. So that it is a must

xi
a. History of Typography

The long history of typography was begin as far as 4000 B.C.

Typefaces started primitively as symbol carvings on cave wall and

slowly developed throughout many years. The historical period of

typography the following pictures are:

Figure 1. Pictographs 4000 BC (http://www.godesignnow.com/)

Beginnings of written language on Pictographs (symbols used to

represent object in nature evolve).

Figure 2. Phonograms 3000 BC (http://www.godesignnow.com/)

The Sumerians create Cunieform, a written system of communication

using Phonograms (symbols designed to represent sound).

Figure 3. The Phoenicians 1800 BC (http://www.godesignnow.com/)

x
The Phoenicians 1800 BC. Create the precursor to the modern alphabet

as system comprised of twenty-two symbols that correspond to spoken

sound.

Figure 4. The Greeks and Romans 1000 BC

(http://www.godesignnow.com/)

The Greeks and Romans adapt the Phoenician system, refining the

letterform and adding characters representing vowel sounds.

Figure 5. The Chinese 1040 (http://www.godesignnow.com/)

The Chinese develop an innovative movable type system using carved

wooden block, though the vast number of characters make this system

impractical for widespread use.

xi
Figure 6. Textura Blackletter1454 (http://www.godesignnow.com/)

Fifteen century ago invention of hand press or type machine by Johannes

Gutenberg (1398-1468). Gutenberg made big expansion in the world art

of typeset (typography). The first results of his creation are forty-two

rows on the Bible with kinds font Textura Blackletter. That was printing

in Mainz German 1454.

Figure 7. The advent mass communication 1500

(http://www.godesignnow.com/)

The advent mass communication through print help bring about the

Renaissance, during which page design and typography are greatly

refined.

x
Figure 8. John Baskerville 1760 (http://www.godesignnow.com/)

John Baskerville develops the first Traditional typeface, which differ

from the classical Roman in its upright stroke contras. Until in 1793,

Giambattista Bodoni creates the first modern typefaces.

Figure 9. Die Neue Typographie 1928 (http://www.godesignnow.com/)

Die Neue Typographie is publishing, which promotes Bauhaus and

Constructivist ideas such as asymmetrical typography and extensive use

of sans serif type.

Figure 10 Times New Roman 1932 (http://www.godesignnow.com/)

In the 1932 it is begun the Stanley Morison introduces Times New

Roman font. The all researcher must be thanks for Stanley Morison with

his imagine create the font. Now Times New Roman font is international

standard of written thesis.

xi
Figure 11. Bold Mode 1930s-1940s (http://www.godesignnow.com/)

It still on war of world II, the typography in this era is very readability.

Many nations utilize Bold, those innovations types in the form of printed

wartime propaganda. Until on 1954, Adrian Frutiger introduces

universal, an extensive and very influential sans serif typeface.

Figure 12. The New York School 1959 (http://www.godesignnow.com/)

The New York School ushers is an unprecedented period of

experimentation in art direction and typography.

x
Figure 13. Photosetting 1960s (http://www.godesignnow.com/)

Photosetting becomes the predominant method of typesetting, and

continues until the mid-1980. In their 1980, its time the introduction of

the personal computer revolutionizes many technical aspect of design,

including typography.

Figure 14. Apple Macintosh 1984 (http://www.godesignnow.com/)

The advent of digital typesetting and web design greatly influences

typography. Apple introduces Macintosh computer and then joined

Microsoft in 2002 they also introduces Open Type.

xi
In the long way of design included the font and typography, it was

more influence by cultural and procedure making with traditional or

technological machines. Onto the era of postmodernism based on the

eight century, shapes postmodern came to apply and it is special without

the rule. Whereas postmodern fusion between art history and the new

technology is to get challenging shapes. The course of style design

typography, historic of typefaces and the anatomy of typefaces are:

1) Early Modern (Victorian1820-1900)

The characteristic Early Modern are always decorated

with the ornament, hard texture drawing illustration, and uses

typeface Fat Face and Egyptian.

Figure 15. Richard Doyle. (Punch cover magazine)

(www.victorianweb.org/art/design/books/cooke12.html)

x
2) Art and Craft Movement Art Nouveau Art Deco

It begins from last the revolution industry that individuals

commited work and aesthetics. There has characteristic return to

period gothic, rococo, and renaissance. In the other side, one of

the characteristic art and movement are made individual with

special artistic with visual characteristic shape, colour, and

simple ornament. Showing natural design and fully meaning of

sign it used typography sans serif and rejected classic font like

Roman.

Figure 16. Art and craft movement

(http://guildofstgeorge.org.uk/)

Art and Movement is divided into two parts: Modern

formalism and Stylish. Then it was creates the art nouveau style

that deviate from Victorian and popular style at the periods.

Through illegible typography and showed the individual

creations of fonts. There are sample of Art Nouveau:

xi
Figure 17. Art Nouveau

(https://wordpress.com/?ref=footer_website)

Art Deco starts on Paris but is not current of art like an art

Nouveau. Art Deco is followed the Art Nouveau style that

showed the luxurious of design and few ornaments. The

ornament always uses straight lines or rectilinear. Art Deco is

purge style without ideology. There are sample of style:

Figure 18. Art Deco

(http://www.theenglishgroup.co.uk/blog/tag/art-deco/)

x
3) Modernism (New Typography)

The modern design was begun on the first twenty century

almost same with the purge of art. The prominent marker of

modern design is typeface sans serif. Jan Tschihold structured

the modern typography on the book of New Typography.

Tschihold and the other typographer such as Adrian Frutiger,

Theo Ballmer are popular master of graphic design.

Their technique and style of production was used as long

as the twenty centuries, although the computer changed system

production; however their technique and style were still

relevant. In the visual characteristics of it was design influenced

by futurism, geometric, and ignored the all of ornament.

Figure 19. Modernism by Jan Tschihold

(The Principles of the New Typography.pdf)

For the next years graphic, design with modern style accepted

and use at all.

xi
4) Postmodern Style Design

In 1980, the term of postmodern has applied for

international specific style and based on all kinds theories

designer in the world.

Figure 20. Postmodernism

(http://www.historygraphicdesign.com/images/u3.png)

Postmodern was changing modernism as a new

international style. As like art deco, postmodernism mixed

history of art and new technology with decorative trend to get

visual commercial society. For the characteristic postmodern,

there is unreal geometry, showing float shapes, and unstable

point colours.

b. The Historic Typefaces

According to Bringhurst (1996:12-15) on the book of Elements of

Typographic Style, it is historic typefaces. There are:

x
1) Renaissance

Figure .1.1. Renaissance 15th & 16 centuries.

(The elements_of_typographic_style.pdf)

Renaissance 15th & 16th centuries: Modulated stroke; humanist

(oblique) axis; crisp, pen-formed terminal; large aperture; italic equal

to and independent of roman.

2) Baroque

Figure .1.2. Baroque 17th centuries.

(The elements_of_typographic_style.pdf)

Baroque 17th centuries: Modulated stroke; variable axis; modelled

serif and terminals; moderate aperture; italic subsidiary to roman and

closely linked with it. A secondary vertical axis often develops in

Baroque letters but the primary axis of the penstroke is normally

oblique.

xi
3) Neoclassical

Figure .1.3. Neoclassical 18th centuries.

(The elements_of_typographic_style.pdf)

Neoclassical 18th centuries: Modulated stroke; rationalist (vertical)

axis; refined, adnate serifs; lachrymal terminals; moderate aperture;

italic fully subjugated to roman.

4) Romantic

Figure .1.4. Romantic 18th & 19th centuries.

(The elements_of_typographic_style.pdf)

Romantic 18th & 19th centuries: High contrast; intensified rationalist

axis; abrupt, thin serifs; round terminals; small aperture; fully

subjugated italic. In Neoclassical and Romantic letters alike, the

primary axis is usually vertical and the secondary axis oblique.

x
5) Realist

Figure .1.5. Realist 19th & 20th centuries.

(The elements_of_typographic_style.pdf)

Realist 19th & 20th centuries: Unmodulated stroke; implied vertical

axis; small aperture; serifs absent or abrupt and of equal weight with

main stroke; italic absent or replaced by sloped roman.

6) Geometric Modernist

Figure .1.6. Geometric Modernist 20th centuries.

(The elements_of_typographic_style.pdf)

Geometric Modernist 20th centuries: Unmodulated stroke; bowls

often circular (no axis); moderate aperture; serifs absent or of equal

weight with main stroke; italic absent or replaced by sloped roman.

The modelling, however, is often much more subtle than it first

appears.

xi
7) Lyrical Modernist

Figure .1.7. Lyrical Modernist 20th centuries.

(The elements_of_typographic_style.pdf)

Lyrical Modernist 20th centuries: Rediscovery of Renaissance form:

modulated stroke; humanist axis; pen-formed serifs and terminals;

large aperture; italic partially liberated from roman.

8) Postmodernist

Figure .1.8. Postmodernist late 20th centuries.

(The elements_of_typographic_style.pdf)

Frequent parody of Neoclassical and Romantic form: rationalist axis;

sharply modelled serifs and terminals; moderate aperture; italic

subjugate to roman. There is one of many kinds of Postmodernist

letter.

x
c. The Anatomy of Typefaces

A system of distinctive visually consistent design for the symbol in

an alphabet and a complete set of characters yet the impression of

printing on the page. Understanding the fundamental principles and

concepts of typography is the rst step to being a successful typographer.

The most basic component of typography is the letter, and each letter of

the alphabet distinguished by its unique shape, or letterform. The basic

set is made of three cuts: Roman, Italic and Bold. Segalini (2010)

(http://homes.ieu.edu.tr/asegalini).

Typography employs a number of technical terms. These mostly

describe specific parts of letterforms. Knowing a letterforms component

parts makes it much easier to identify the types classification and even

the specific typeface. There are components of letterforms and definition:

Figure 1.9. Typographic Anatomy

(http://momentumpress.com/sccc/type1/)

xi
1) Ascender height

The upward vertical stem on some lowercase letters, such as h

and b that extends above the x-height is the ascender.

Spiekermann and Brody 1989. (www.fontshop.com/education)

2) Cap height

The height from the baseline to the top of the uppercase letters

not including diacritics. Spiekermann and Brody (1989).

(www.fontshop.com/education)

3) X-height

The height of the lowercase letters, disregarding ascenders or

descenders, typically exemplified by the letter x. The

relationship of the x-height to the body defines the perceived

type size. A typeface with a large x-height looks much bigger

than a typeface with a small x-height at the same size.

Spiekermann and Brody (1989). (www.fontshop.com/education)

4) Baseline

The baseline is the most stable axis along a line of text. The

curves at the bottom of letters such as a or c hang slightly below

the baseline. Commas and semicolons also cross the baseline. If

a typeface were not positioned this way, it would appear to

teeter precariously. Spiekermann and Brody (1989).

(www.fontshop.com/education)

x
5) Descender height

Any part in a lowercase letter that extends below the baseline,

found for example in g, j, p, q, y, etc. Some types of

descenders have specific names. Spiekermann and Brody

(1989). (www.fontshop.com/education)

d. The Classification of Typefaces

A basic system for classifying typefaces created in the nineteenth

century, when printers required identifying a heritage for their own craft

analogous to that of art history. Humanist letterforms closely connected

to calligraphy and the movement of the hand. Transitional typefaces have

sharper serifs and a vertical axis than humanist letters. (Baskerville

1757:1). While the modern typefaces more abstract and less organic.

These three main groups correspond roughly to the Renaissance,

Baroque, and Enlightenment periods in art and literature. Designers in

the twentieth and twenty-first centuries have continued to create new

typefaces based on historic characteristics. Refer to Creamer (2003:1)

fonts has classified into several groups. There are seven main groups,

Serif, Sans Serif, Mono-Spaced, Text, Dingbats, Display and Script.

1) Serif

A Serif is the pointed ending of a stroke as in I or I. The

letters carved on stone, using chisels. Thickness of the strokes also

changes in these letterforms, like those drawn by flat brushes.

xi
Figure 1.1.1 Example of Serif (TypographyBasics.pdf)

Serif fonts are recognize for their readability and are widely used in

text composition for books, newspapers, magazines etc., where a

large amount of text is to be composed in small point sizes.

2) Sans Serif

Sans Serif means without Serif. Sans serif fonts have blunt

endings to the strokes. Almost all the strokes look like equal

thickness, as if drawn by a marker pen.

Figure 1.1.2 Example of Sans Serif (TypographyBasics.pdf)

Sans serif fonts give a modern look and are widely used in logos

and symbols, packaging, signages, websites, mobile phone

interfaces, gaming consoles etc.

3) Dingbats

Dingbats are symbols that are small pieces of art used to

enhance the design of the text or page. There are sample of

Dingbats:

Figure 1.1.3 Example of Dingbats (TypographyBasics.pdf)

x
4) Mono-Spaced

Mono-Spaced, Most fonts are proportionally spaced; that is,

smaller characters take up less space than larger ones.

Figure 1.1.4 Example of Mono-Spaced (TypographyBasics.pdf)

For example, the letter I is not as wide as the letter M. In

contrast, mono-spaced font usually typewriter-style fonts, take up

the same amount of space regardless of the actual letter.

5) Text

Text, Based on hand-drawn letter made by early monks for

religious books, Text fonts have an Old-World feel to them. They

are mostly uses for certificates, diplomas, and invitations.

Figure 1.1.5 Example of Text (TypographyBasics.pdf)

xi
6) Display

Display and Decorative fonts designed to be uses as

attention-getting headline fonts. They should rarely, if ever be used

as body copy fonts.

Figure 1.1.6 Example of Display (TypographyBasics.pdf)

7) Script

Script fonts recreate the visual styling of calligraphy. The

letters imitate the feeling of calligraphic nibs, with a slant to the

right and changing thickness of strokes. These fonts give a festive

and personal look to the reader and are very common used in

wedding invitations.

Figure 1.1.7 Example of Script (TypographyBasics.pdf)

x
2. SEMIOTICS

There are two prominent figures believed as the semiotics founders,

namely Ferdinand de Saussure and Charles Sander Peirce. Saussure is a

linguist, and Peirce is a philosopher. Saussure uses semiology as a term for

this science, and Peirce uses Semiotics. Semiotics is a science talking about

signs. This science regards the social or cultural phenomena are signs.

Actually, semiotics is the continuance or development of structuralism due to

the basic theory used which have correlation each other. In structuralism,

Saussures linguistic theory is the basis, which explains about diachronic and

synchronic, langue and parole, paradigmatic and syntagmatic, then signifier

and signified.

In the Saussures book A Course in General Linguistics, first published

posthumously in 1915, suggests the possibility of semiotic analysis. It deals

with many of the concepts that applied to signs. Saussure (1915/1966) wrote,

The Linguistic sign unites not a thing and a name, but a concept and a

sound-image...I call the combination of a concept and a sound image a sign,

but in current usage the term generally designates only a sound-image.

His division of the sign into two components, the signifier (or sound-

image) and the signified or (concept), and his suggestion that the

relationship between signifier and signified is arbitrary were of crucial

importance for the development of semiotics. When the Saussure was

formulating two part dyadic model of the sign, consisting of a signifier, or

the form that a sign takes, and the signified, or concept it represents, Peirce

xi
was theorizing his own model of semiotics and signs. Peirce formulated a

three-part triadic model consisting of an interpretant, representamen, and an

object. (Peirce in Lanir, 2012:1) Sign in Peirces view (in Gorlee, 1994:51)

A sign, or representamen, is something which stands to somebody


for something in some respect or capacity the sign stand for
something, its object. It stands for that object, not in all respect, but
in reference to a sort of idea, which I have sometimes called the
ground of the representamen.

The point of semiotics Peirce focused on three aspects of signs or called

three trichotomies: Firstness, according as the sign in itself is a mere quality,

is an actual existent, or is a general law. Secondness according as the relation

of the sign to its object consists in the sign is having some character in itself,

or in some existential relation to that object, or in its relation to an

interpretant. Thirdness, according as it is interpretant represents it as a sign of

possibility or as a sign of fact or a sign of reason

a. The first trichotomy of signs:

According to the first division, a Sign may be termed a Qualisign, a

Sinsign, or a Legisign. Peirce (1931: 1563)

1. A Qualisign is a quality which is a Sign. It cannot actually act as a

sign until it is embodied; but the embodiment has nothing to do with

its character as a sign.

2. A Sinsign (where the syllable sin is taken as meaning "being only

once," as in single, simple, Latin semel, etc.) is an actual existent

thing or event which is a sign. It can only be so through its qualities;

so that it involves a qualisign, or rather, several qualisigns. But these

x
qualisigns are of a peculiar kind and only form a sign through being

actually embodied.

3. A Legisign is a law that is a Sign. This law is usually established by

men. Every conventional sign is a legisign (but not conversely). It is

not a single object, but a general type which, it has been agreed, shall

be significant. Every legisign signifies through an instance of its

application, which may be termed a Replica of it.

b. The second trichotomy of signs:

According to the second trichotomy, a Sign may be termed an Icon,

an Index, or a Symbol. Peirce (1931: 1563)

1. An Icon is a sign which refers to the object that it denotes merely by

virtue of characters of its own, and which it possesses, just the same,

whether any such object actually exists or not. It is true that unless

there really is such an object, the icon does not act as a sign; but this

has nothing to do with its character as a sign. Anything whatever, be

it quality, existent individual, or law, is an icon of anything, in so far

as it is like that thing and used as a sign of it.

2. An index is a sign which refers to the object that it denotes by virtue

of being really affected by that object. It cannot, therefore, be a

qualisign, because qualities are whatever they are independently of

anything else. In so far as the index is affected by the object, it

necessarily has some quality in common with the object, and it is in

respect to these that it refers to the object. It does, therefore, involve

xi
a sort of icon, although an icon of a peculiar kind; and it is not the

mere resemblance of its object, even in these respects which makes it

a sign, but it is the actual modification of it by the object.

3. A symbol is a sign which refers to the object that it denotes by virtue

of a law, usually an association of general ideas, which operates to

cause the symbol to be interpreted as referring to that object. It is

thus itself a general type or law, that is, is a legisign. As such it acts

through a replica. Not only is it general itself, but the object to which

it refers is of a general nature. Now that which is general has its

being in the instances which it will determine. There must, therefore,

be existent instances of what the symbol denotes, although we must

here understand by existent, existent in the possibly imaginary

universe to which the symbol refers. The symbol will indirectly,

through the association or other law, be affected by those instances;

and thus the symbol will involve a sort of index, although an index

of a peculiar kind. It will not, however, be by any means true that the

slight effect upon the symbol of those instances accounts for the

significant character of the symbol.

c. The third trichotomy of signs:

According to the third trichotomy, a Sign may be termed a Rheme, a

Dicisign or Dicent Sign (that is, a proposition or quasi-proposition), or an

Argument. Peirce (1931: 1564)

x
1) A Rheme is a Sign which, for its Interpretant, is a Sign of qualitative

Possibility, that is, is understood as representing such and such a

kind of possible Object. Any Rheme, perhaps, will afford some

information; but it is not interpreted as doing so.

2) A Decisign Sign is a Sign, which, for its Interpretant, is a Sign of

actual existence. It cannot, therefore, be an Icon, which affords no

ground for an interpretation of it as referring to actual existence. A

Decisign necessarily involves, as a part of it, a Rheme, to describe

the fact which it is interpreted as indicating. But this is a peculiar

kind of Rheme; and while it is essential to the Decisign, it by no

means constitutes it.

3) An Argument is a Sign which, for its Interpretant, is a Sign of law.

Or we may say that a Rheme is a sign which is understood to

represent its object in its characters merely; that a Decisign is a sign

which is understood to represent its object in respect to actual

existence; and that an Argument is a Sign which is understood to

represent its Object in its character as Sign.

Refer to Peirce argue and his model of sign. Meaning of sign cannot defines

consist, but it clarify agree with limitations that used. Meaning the concept or the

meaning of the signs depends on society agreement or convention. All the

individuals are meaning-makers. Distinctively, it makes meanings through our

creation and interpretation of signs. Signs take the form of different objects, but

such things have no any meaning and become signs only when our invest them

xi
with meaning. Anything can be a sign as long as someone interprets it as

'signifying' something - referring to or standing for something other than itself

H. Definitions Key Terms

1. Typography

Typography is study of typesetting fonts to makes aesthetics element in

book cover, magazine, poster, until graffitis Walls Street. Typography also makes

readability to help more clearly. Typography is one of the most important

elements of design, refers to the style, arrangement, or appearance of typeset

elements and the general appearance of printed page.

2. GameStation

GameStation is which one of product game magazine in Indonesia

manufactured by PT. Megindo Tunggal Sejahtera. The GameStation focuses on

everything related to video game. (http://megindo.wordpress.com/about/,

2013/09/19)

3. Semiotics

Semiotics is a science of signs which consist of trichotomies. The sign

consists in the meaningful interaction between first trichotomy, second trichotomy

and third trichotomy. The first trichotomy of sign termed a Qualisign, a Sinsign,

and a Legisign. The second trichotomy of sign termed an Icon, an Index and a

Symbol. And the third trichotomy of sign termed a Rheme, a Dicisign and

Dicentsign.

x
CHAPTER II

THE KINDS OF TYPOGRAPHY IN GAMESTATION MAGAZINE VOL


181 NOVEMBER 2010 EDITION

The analysis of the study focuses on the kinds of typography in Gamestation

magazine vol. 181 November 2010 edition. There are some of form kinds of

typography in Gamestation magazine vol. 181 November 2010 edition. The

researcher defines the kinds and meaning of typography in Gamestation magazine

by semiotics analysis.

A. Data Presentation

There are various kinds of typography in Gamestation magazine vol. 181

November 2010 editions. The researcher analyzes on Geestorial part as a topic

main in Gamestation magazine vol. 181 November 2010 editions. The observation

of topic main Gamestation magazine vol. 181 November 2010 editions shows

some kinds of typography in Geestorial part that presented in the form of table.

xi
GEESTORIAL: Marvel vs. Capcom 3 Fate of Two Worlds.

Part of kinds
typography in
Gamestation
magazine vol
181 November
2010 editions.

Figure 2.1 Geestorial Part Gamestation Magazine on pages 20

There are fifth mains of typography it will be show:

1. Typography MARVEL

2. Typography VS

3. Typography CAPCOM

4. Typography FATE OF TWO WORLD

5. Typography Numeric 3

x
Table .2.1 The Anatomy of Typography

Description

No Data Type
Classification Kinds of Fonts

1 Sans Serif Helvetica

Helvetica designed
by max miedinger in
1957, is one of the
worlds most widely
used typefaces. Its
uniform, upright
character makes it
similar to
transitional Serif
letters. These fonts
are also referred to
as Anonymous sans
serif.

2 Sans Serif Agency FB

Font Bureau Agency is


a geometric sans-serif
typeface family
intended for titles and
headings, released
between 1990 and
1995. It was designed
by David Berlow of
Font Bureau.

3 Serif Korina

Capcom logo is the


word CAPCOM in
yellow with a blue
outline. The font
used for its logotype
is very similar to a
font called ITC

xi
Description

No Data Type
Classification Kinds of Fonts

Korinna designed by
Edward Benguiat
and Victor Caruso.

4 Sans Serif Futura

Futura designed by
Paul Renner in 1924-
1926. That is a subtly
crafted face, but
many copies have
been made in metal,
film and digital form.
Its proportions are
graceful and human.
Bringhurst
(1996:241)

5 Serif Electra

Several early
twentieth century
book faces are
creative variation on
Neoclassical and
Romantic form.
Bringhurst
(1996:214)

From the data above, it can be concluded that kinds of typography in

Gamestation magazine vol. 181. November 2010 edition consists of various kinds.

Furthermore, each kinds of typography in Gamestation magazine vol. 181

November 2010 editions described in the following discussion.

x
B. Discussion

According to (Hornby, 2010) typography is the art or work to preparing

books, for printing, especially of designing how to text will appear when it is

printed. It is reason why to setting a font in newspaper, book cover, magazine

etc. Typography has element aesthetics to make different visual in all media

types. Visualizations of typography develop rapidly and more creatively. From the

historical of typeface Bringhurst, that can be clarify the kinds of typography in

Gamestation magazine vol. 181 November 2010 editions.

The type classifications there used Sans Serif and Serif. The specification of

Sans Serif fonts has stroke weight, little contras for letters, that was evoked more

modern look to kinds of typography. Generally Sans Serif used in subhead and

headline. Then the specification of Serif fonts on the little feet or arms that hang

off the end of letter strokes and typically add a thick look to the letter, Serif fonts

are recognize for their readability. Serif fonts considered the easiest fonts to read

and widely used in text composition for books, newspapers, magazine etc.

From the data above, there are fifth kinds of fonts that used typography in

Gamestation magazine vol. 181 November 2010 editions, Helvetica, Agency FB,

ITC Korinna, Futura and Electra. Every typography there has historical and

unique the other one. The kinds can described as follow.

xi
1. Part of Typography: MARVEL

Figure 2.2 Marvel on Geestorial Part pages 20

The typography MARVEL has various element design fonts. It is one

of Geometric Modernist 20th centurys style designs. Unmodulated stroke,

bowls often circular (no axis), moderate aperture, serifs absent or of equal

weight with main stroke. MARVEL typography used kinds fonts

Helvetica.

Historical Helvetica Based on Bringhrst (1996: 97), Helvetica has define

is a twentieth century Swiss revision of a late nineteenth century German

Realist face. The first designed by max miedinger in 1956, constructed by

Sans Serif type classification. That uniform, strong central series, with

condensed and extended forms and extreme weights adapted. From the

anatomy above, it can be conclude that typography in the MARVEL uses

Sans Serif as a type classification, Helvetica kinds of fonts and included on

Geometric Modernist style design. (Lynotype, 2000)

x
2. Part of Typography: VS

Figure 2.3 VS Marvel on Geestorial Part pages 20

In these parts, typography VS are same like on MARVEL there uses

Geometric Modernist 20th centuries style design: Unmodulated stroke, bowls

often circular (no axis), moderate aperture, serifs absent or of equal weight

with main stroke.

Typography VS has a simple structure and futuristic view, it look

modern shape with silver colour. Sans Serif type classification be chosen

these typography. The characteristic of Sans Serif is stroke weight and little

contras accents. Typography on VS used kinds of fonts Agency FB.

Agency FB is a Geometric Modern sans-serif typeface family for titles

and headings. It released between 1990 and 1995 designed by David Berlow

of Font Bureau. It is an expansion of a capitals only titling face created in the

1930s by Morris Fuller Benton, adding lower case characters and a wider

range of widths and weights. (CastleType, 2002)

xi
3. Part of Typography: CAPCOM

Figure 2.4 CAPCOM Marvel on Geestorial Part pages 20

Typography CAPCOM refers to the font used in the logo of

CAPCOM, which are a Japanese developer and publisher of video games.

Famous games that developed and sold by Capcom include Resident Evil,

Street Fighter, Ace Attorney, Darkstalkers, Dead Rising etc.

CAPCOM has Lyrical Modernist 20th centurys style design. It style

rediscovery of Renaissance 15th & 16th centuries form, modulated stroke,

humanist axis, pen-formed serifs and large aperture. CAPCOM use Serif

type classification with characteristic, little feet or arms that hang off the

end of letter strokes and typically add a thick look to the letter.

The font used for its logotype very similar to a font called ITC

Korinna. ITC Korinna is Serif type classification first released by the H.

Berthold AG type foundry in 1904. A revival of the typeface was designed

in 1904 by Edward Benguiat and Victor Caruso for the International

Typeface Corporation (ITC). Korinna is best known for its usage in

television game shows, logos, movie posters or album covers etc. (Korinna

ITC, 2016)

x
4. Part of Typography: Fate of Two Worlds

Figure 2.5 Fate of Two Worlds Marvel on Geestorial Part pages 20

Typography Fate of Two Worlds has same type classification with

part of Typography: VS. The differences of typography are kinds of fonts.

Fate of Two Worlds used Futura fonts that included geometric sans-serif

typeface designed in 1927 by Paul Renner. It designed as a contribution on

the New Frankfurt-project. Based on geometric shapes, that became

representative of visual elements of the Bauhaus style design.

Futura has an appearance of efficiency and forwardness. Although

Renner was not associated with the Bauhaus, his shared many of its idioms

and believed that a modern typeface should express modern models, rather

than be a revival of a previous design. Renner's design rejected the approach

of previous sans-serif designs, which based on the models of sign painting,

condensed lettering and nineteenth-century serif typefaces.

In favour of simple geometric forms: Near perfect circles, triangles

and squares. It based on strokes of near-even weight, which are low in

contrast. The lowercase has tall ascenders, which rise above the cap line,

previously more common in handwriting than in printed text. The uppercase

characters present proportions similar to those of classical Roman capitals.

(The Futura Story on Fonts, 2017)

xi
5. Part of Typography: 3

Figure 2.6 3 Marvel on Geestorial Part pages 20

The fifth typography data in these analysis numeric of 3 it last data will

be analysis. Typography 3 from the anatomy above has an element

Neoclassical style design, Serif type classification and Electra fonts.

Neoclassical has designed in France 1690, not by a typographer but the

government committee. The letters on Neoclassical are moderate in contras

and aperture. Bringhurst (1996). For the serif type classification in

typography 3, it look sharp, little upper and lower serif.

Electra fonts which one of creative variation on Neoclassical and

Romantic form early twentieth century. This makes them seem, in retrospect,

significant precursor of modern design. Designed in 1935 by William

Addison Dwiggins, Electra has been a standard book typeface since release

because of its evenness of design and high legibility. Dwiggins himself a

sloped roman with the simple, crisp italic, small caps and text figures are

inherent in the design. Bringhurst (1996:214)

x
From the data given above, it can be seen that in analyzing the samples as

data. The kind of typography in Gamestation magazine vol 181 November

2010 edition. Researcher founds that over all samples are:

1) MARVEL

The typography MARVEL in Gamestation magazine founded in

GEESTORIAL PART OF GAMESTATION MAGAZINE: Marvel vs.

Capcom 3 Fate of Two Word. The typography MARVEL has related to

Geometric Modernist 20th centurys style designs. There are used kinds

Helvetica fonts, constructed by Sans Serif type classification.

2) VS

The typography VS in Gamestation magazine founded in

GEESTORIAL PART OF GAMESTATION MAGAZINE: Marvel vs.

Capcom 3 Fate of Two Word. The typography VS looks like

MARVEL there are used Geometric Modernist 20th centurys style

designs. However, there are different on kinds of font. The typography

VS used kinds of fonts Agency FB.

3) CAPCOM

The typography CAPCOM in Gamestation magazine founded in

GEESTORIAL PART OF GAMESTATION MAGAZINE: Marvel vs.

Capcom 3 Fate of Two Word. The typography CAPCOM refers to the

font used in the logo of CAPCOM, which are a Japanese developer and

publisher of video games. Typography CAPCOM which one of Lyrical

Modernist 20th centurys styles design used ITC Korinna kinds of fonts.

xi
4) Fate of Two Worlds

The typography Fate of Two Worlds in Gamestation magazine founded

in GEESTORIAL PART OF GAMESTATION MAGAZINE: Marvel vs.

Capcom 3 Fate of Two Word. The typography Fate of Two Worlds has

same type classification through typography VS. From the Geometric

style design on this typography, that was using Futura kinds of fonts.

5) 3

The typography 3 in Gamestation magazine are founded in

GEESTORIAL PART OF GAMESTATION MAGAZINE: Marvel vs.

Capcom 3 Fate of Two Word. The typography 3 built in Neoclassical

style design, Serif type classification and Electra kinds of fonts. The

typography 3 simple shapes with sharp at the axis and compatible to

Electra fonts.

x
CHAPTER III

THE MEANING OF TYPOGRAPHY IN GAMESTATION MAGAZINE


VOL 181 NOVEMBER 2010 EDITION

In this chapter, the researcher analyzes the meaning of typography in

Gamestation magazine by semiotics Charles Sanders Peirce. Peirce believed that

if our need to know the intended meaning of something try realized the side of

object, ground and interpretant. Before discussed about that, the researcher makes

the simple resume Peirce categories.

If our seen the object, that are talking about the data in these studies

Typography. In other words, the object used as a signifier of Something. Then

the ground used as a signified Something different from another form of color,

logotype and typography, while the interpretant are result of people perceptions in

appreciated the object based on the ground.

A. Data Presentation

The data for this study are the kinds of typography in Gamestation magazine

vol 181 November 2010 edition. Based on the statement above the researcher can

describe the meaning of typography in Gamestation magazine vol 181 November

2010 edition as a unity typography shown in the following table.

xi
Table 3.1 The Meaning of Typography Gamestation Magazine

THE SEMIOTICS ANALYSIS


TRICHOTOMIES SIGN BY
CHARLES SANDERS PEIRCE

THE FIRST TRICHOTOMY OF SIGNS

Typography MARVEL has two colours, red in the


background and white fonts. Helvetica kinds of fonts,
Sans Serif type classification as an Geometric Modern
style design.

Typography VS has silver light colour. Used Agency


FB kinds of fonts and Sans Serif type classification as
an Geometric Modern style design.

Typography CAPCOM has three colours. Blue colour


as a background, white colour in lines the background
1. QUALISIGN
and yellow colour of fonts.Korinna ITC fonts, Serif
type classification as an Lyrical Modernist Style design.

Typography Fate of Two Worlds there are two


colour, black colour as background and then white light
colour of fonts. Used Futura fonts, Sans Serif type
classification and Geometric Modernist style design.

Typography 3 has yellow gold colour of fonts. The


kinds of fonts are Electra fonts with Serif type
classification and Neoclassical style design.

x
Typography Marvel used Helvetica fonts and Sans
Serif type classification. Sans Serif are symbolization of
modernist style design. In the anatomy typography
MARVEL the word it seen clear, big and strong as
like their heroes. MARVEL logotype of company
comic books publisher.

Typography VS has silver light colour. Used Agency


FB kinds of fonts and Sans Serif type classification as
an Geometric Modern style design. VS in the word
Versus it mean to shown two teams or sides are against

Typography CAPCOM has three colours. Blue colour


as a background, white colour in lines the background
and yellow colour of fonts.Korinna ITC fonts, Serif
2. SINSIGN
type classification as an Lyrical Modernist Style design.
CAPCOM which is Japanese company and publisher
of video game

Typography Fate of Two Worlds there are two


colour, black colour as background and then white light
colour of fonts. Used Futura fonts, Sans Serif type
classification and Geometric Modernist style design.
Fate of Two Worlds refer to MARVEL worlds and
CAPCOM worlds

Typography 3 has yellow gold colour of fonts. The


kinds of fonts are Electra fonts with Serif type
classification and Neoclassical style design. 3 its
shown position of series MARVEL vs CAPCOM

3. LEGISIGN MARVEL vs CAPCOM 3: Fate of Two World.

xi
THE SECOND TRICHOTOMY OF SIGNS

Typography MARVEL
Typography VS
1. ICON Typography CAPCOM
Typography Fate of Two World
Typography 3

Two company of comic book and video game publisher


Captain America
2. INDEXS Ryu
Superhero
Villain

The typography MARVEL vs CAPCOM 3: Fate of


3. SYMBOL Two World simbolization of video game publisher in
fighting genre.

THE THIRD TRICHOTOMY OF SIGNS

The typography of logotype MARVEL vs CAPCOM


1. RHEME
3: Fate of Two World are identified of name or brand

Typography MARVEL Helvetica fonts


Typography VS Agency FB fonts
2. DECISIGN Typography CAPCOM ITC Korinna fonts
Typography Fate of Two World Futura fonts
Typography 3 Electra fonts

The typography MARVEL vs CAPCOM 3: Fate of


Two World reflected the new identity of video game.
The combination from two brand with different
typography of games into single product games. That
3. ARGUMENT can be happen if same of the genre. for the reason that
the typography MARVEL vs CAPCOM 3: Fate of
Two World cleared the fifth different dimension in the
typography Gamestation magazine vol 181 November
2010.

x
Based on the table 3.1., above, it can be describing the meaning of typography

in Gamestation magazine vol 181 November 2010 editions.

B. Discussion

In this study, the researcher analyses about the meaning of typography in

Gamestation magazine vol 181 November 2010 editions by semiotics analysis

Charles Sanders Peirce. This study focus on three trichotomies Peirces: Firstness,

according as the sign in itself is a mere quality, is an actual existent, or is a

general law. Secondness according as the relation of the sign to its object consists

in the sign is having some character in itself, or in some existential relation to that

object, or in its relation to an interpretant. Thirdness, according as it is interpretant

represents it as a sign of possibility or as a sign of fact or a sign of reason.

The first trichotomy of signs, According to the first division, a Sign may be

termed a Qualisign, a Sinsign, or a Legisign.

1. A Qualisign, in the typography MARVEL vs CAPCOM 3: Fate of Two

World. Typography MARVEL has two colours, red in the background and

white fonts. Helvetica kinds of fonts, Sans Serif type classification as an

Geometric Modern style design. Typography VS has silver light colour.

Used Agency FB kinds of fonts and Sans Serif type classification as an

Geometric Modern style design. Typography CAPCOM has three colours.

Blue colour as a background, white colour in lines the background and yellow

colour of fonts.Korinna ITC fonts, Serif type classification as an Lyrical

Modernist Style design. Typography Fate of Two Worlds there are two

colour, black colour as background and then white light colour of fonts. Used

xi
Futura fonts, Sans Serif type classification and Geometric Modernist style

design. Typography 3 has yellow gold colour of fonts. The kinds of fonts

are Electra fonts with Serif type classification and Neoclassical style design.

2. Sinsign, in the typography MARVEL vs CAPCOM 3: Fate of Two World.

Typography Marvel used Helvetica fonts and Sans Serif type classification.

Sans Serif is symbolization of modernist style design. In the anatomy

typography, MARVEL the word it seen clear, big and strong as like their

heroes. MARVEL logotype of company comic books publisher.

Typography VS has silver light colour. Use Agency FB kinds of fonts and

Sans Serif type classification as a Geometric Modern style design. VS in

the word versus it mean to shown two teams. Typography CAPCOM has

three colours. Blue colour as a background, white colour in lines the

background and yellow colour of fonts. Korinna ITC fonts, Serif type

classification as a Lyrical Modernist Style design. CAPCOM are Japanese

company and publisher of video games. Typography Fate of Two Worlds

there are two colour, black colour as background and then white light colour

of fonts. Use Futura fonts, Sans Serif type classification and Geometric

Modernist style design. Fate of Two Worlds refers to MARVEL worlds

and CAPCOM worlds. Typography 3 has yellow gold colour of fonts.

The kinds of fonts are Electra fonts with Serif type classification and

Neoclassical style design. 3 its shown position of series MARVEL vs.

CAPCOM

x
3. Legisign, MARVEL vs CAPCOM 3: Fate of Two World.

The second trichotomy of signs, according to the second trichotomy, a Sign

may be termed an Icon, an Index, or a Symbol.

1. An Icon, in the typography MARVEL vs CAPCOM 3: Fate of Two World.

Typography MARVEL Typography VS Typography CAPCOM

Typography Fate of Two World Typography 3

2. An Index, in the typography MARVEL vs CAPCOM 3: Fate of Two

World. The index of typography MARVEL company of comic book and

video game publisher

3. A Symbol, in the typography MARVEL vs CAPCOM 3: Fate of Two

World simbolization of video game publisher in fighting genre.

The third trichotomy of signs, according to the third trichotomy, a Sign may

be termed a Rheme, a Dicisign or Dicent Sign (that is, a proposition or quasi-

proposition), or an Argument.

1. A Rheme, in the typography of logotype MARVEL vs CAPCOM 3: Fate of

Two World are identified of name or brand

2. A Dicisign, in the typography MARVEL vs CAPCOM 3: Fate of Two

World Typography MARVEL Helvetica fonts, Typography VS

Agency FB fonts, Typography CAPCOM ITC Korinna fonts, Typography

Fate of Two World Futura fonts, Typography 3 Electra fonts

xi
3. An Argument, in the typography of logotype MARVEL vs CAPCOM 3:

Fate of Two World reflected the new identity of video game. The

combination from two brands with different of games and typography style

into single product games, it can be happening if their similar genre.

MARVEL bases as modernist typography, it seems on kind of fonts

Helvetica. VS with Geometric style design like a MARVEL and the fonts

Agency FB, VS provided the emphasis with silver colour on the fonts

between typography MARVEL and CAPCOM. Typography

CAPCOM has style older than MARVEL it seems on Serif type

classifications fonts Korinna. For the reason that the typography MARVEL

vs CAPCOM 3: Fate of Two World was cleared to the fifth different

dimension in the typography Gamestation magazine vol 181 November 2010,

Geestorial parts.

x
CHAPTER IV

CONCLUSIONS AND SUGGESTIONS

A. Conclusions

The last chapter contains some conclusions that are of data analysis in

Chapter II III. The conclusion becomes the anwers of the problems

statements that are raised the first chapter. This research discusses about

kinds and meaning of typography in Gamestation magazine vol 181

November 2010 editions. Typography in Gamestation magazine is one of

correct elements style design to contribute the aesthetics in magazine to

attract the readers.

Fonts as a key element in typography, it has many kinds to give

something interest into structure of typography and conveys the main

message so that readers get the point of the words. From the data, analysis in

the chapter II, there showed kinds of typography in Gamestation magazine on

Geestorial part. The data finding are fifth kinds typography as follow:

Typography MARVEL, typography VS, typography CAPCOM,

typography Fate of Two Worlds and typography numeric 3.

The point of this research is describe kinds of typography and meaning

behinds them. Based on the table of data analysis that showed in chapter III

before, the researcher concluded the sign that was on the structure included

fonts, style design and colour in typography MARVEL vs CAPCOM 3: Fate

of Two World. It appropriate with their identity as brands video games

became reflected the new identity of video game. The combination from two

xi
60
brands with different of typography style into single product games and

complete visualisation.

B. Suggestions

After doing this study, the researcher would like to convey his suggestion

concerning with the topic of this study there are:

1. To the readers who tried to studies of typography that can uses Gestalt

theories to analysis written system.

2. To the readers who tried to studies of design typography that can uses

theories to analysis written system in T-Shirt

3. To the next researcher can uses this analysis to literature review.

x
BIBLIOGRAPHY

Adobe. (2007). Electra. Retrieved February 2, 2017, from Myfont.Inc:


https://www.myfonts.com/fonts/adobe/electra/
Anward, J. (1994). Semiotics in Educational Research. International
Encyclopedia of Educational Research, 9, 5411-5417.
Athursinai. (2011). Tipografi-arti-dan-fungsinya.html. Retrieved January 2017,
from helliumworks.blogspot.co.id: http://helliumworks.blogspot.com
Aziz, F. (2012). 6 Free PDF eBooks on Typography | Online Magazine for
Designers, Artists and Photographers:. Retrieved January 2, 2017,
from http://www.pelfusion.com/6-free-pdf-ebooks-on-typography/
Bringhurst, R. (2013). The Elements of Typographic Style, Version 4.0
Typographica. Retrieved December 13, 2016, from Typographica:
http://typographica.org/typography-books/
Budiman, K. (2011). Semiotika Visual konsep, Isu dan Problem Ikonitas. (M.
Nasrudin, Penyunt.) Yogyakarta: Jalasutra.
CastleType. (2002). Agency FB. Retrieved February 3, 2017, from Myfont.Inc:
https://www.myfonts.com/fonts/adobe/agencyFB/
Chuck. (2012). Mass Media Research: An Introduction - 9th Edition. Retrieved 12
11, 2016, from http://www.rogerwimmer.com/
mmr9eresearchinadvertising.html
Creamer, D. (2003). TypographyBasic.pdf. Retrieved January 12, 2017, from
http//www.IDEAStraining.com
Creative Bloq Staff. (2016). Typography rules and terms that every designer must
know. Retrieved December 3, 2016, from Creative Bloq:
http://www.creativebloq.com/typography/what-is-typography123652
Felici, J. (2011). The Complete Manual of Typography, Second Edition. Retrieved
December 18, 2016, from http//www.google/0321773268.pdf
Gorlee, D. L. (1994). Semiotic and The Problem of Translation. In J. S. Holmes,
Raymond, Kitty, & Leuven (Eds.), Approach to translation Studies
(Vol. 12, p. 51). Amsterdam: GA.
Hornby, A. S. (2010). Oxford Advanced Learners Dictionary (8th ed.). (P. Philips,
B. Francis, S. Webb, & V. Bull, Eds.) New York: Oxford University
Press.

62

xi
Korinna ITC. (2016, October 18). Retrieved February 4, 2017, from
Wikipedia.org: https://en.m.wikipedia.org/wiki/Korinna/
Lanir, L. (2012). Charles sanders Peirce semiotics the triadic model. Retrieved
January 18, 2017, from decodedscience.org:
https://www.decodedscience.org/charles-sanders-peirces-semiotics-
the-triadic-model/22974
Lynotype. (2000). Helvetica. Retrieved February 2, 2017, from Myfont.Inc:
https://www.myfonts.com/fonts/adobe/helvetica/
Ma, L. (2003). The School of Media Theory. Retrieved January 19, 2017, from
lucian.uchicago.edu: https://lucian.uchicago.edu/blogs/mediatheory/
Miles, M. B. & Huberman, A. M. (1984).
Qualitative_Data_Analysis_Handout.pdf A Sourcebook of New
Methods. California; SAGE publications Inc.
Peirce, C. S. (1931-1935). The Collected Papers of Charles Sanders Peirce (Vol.
I-VIII). (A. W. Burks, & C. H. Weiss, Eds.) Cambridge: Harvard
University Press.
Peirce, C. S. (1894). What Is a Sign ?. Retrieved January 18, 2017, from
http://www.iupui.edu/%7Epeirce/web/ep/ep2/ep2book/ch02/ep2ch2.
html
Renner, P. (2017). The Futura Story on Fonts. Retrieved February 2, 2017, from
Wikipedia.org: http//www.thefuturastoryonfonts.com
Segalini, A. (2010). Typography Basic Handout. Retrieved December 3, 2016,
from Homes.ieu.edu.tr: http://www.as8.it/handouts/typography -
basics.pdf
Sihombing, D. (2003). Tipografi Dalam Desain Grafis. Jakarta: Gramedia
Pustaka Utama.
Spiekerman, E., & Brody, N. (2010). typeface_anatomy-copy.pdf. Retrieved
November 20, 2016, from FontShop International:
http://www.fontshop.com/education
Suwardjono. (2008, mei). AspekTipografi.pdf. Retrieved January 19, 2017, from
Aspek Tipografi dalam Penulisan Karya
Ilmiah/Akademik/Profesional:
http://luk.staff.ugm.ac.id/ta/Suwardjono/
Tipografi arti dan fungsinya. (2010, 12 3). Retrieved 12 23, 2014, from
http://helliumworks.blogspot.com
Typography Timeline. (2010). Retrieved November 17, 2016, from
godesignnowtypography.pdf: http://www.GoDesignNow.com

x
wordpress.com. (2009, August 31). About Megindo | Megindo Magazines &
News. Retrieved March 22, 2014, from Megindo Magazines &
News: https://megindo.wordpress.com/
Yin, R. K. (2011). Qualitative Research From Start to Finish.pdf. Retrieved
December 2, 2016, from Guilford Publication, inc.:
http://www.guilford.com

xi
APPENDIX

1. Gamestation Magazine

Entertainment is one of the most important needs in life. This fact so inspires

us to build Megindo Tunggal Sejahtera. Since the beginning of its birth in 1996,

Megindo has been committed to always bringing something new to Indonesias

publishing industry. Their also prioritizing in producing a reading material that is

not only entertaining, but also educating. That is why we initially start this

business by publishing several magazines and books that are focus to cater

Indonesias hobby and entertainment needs, such as; MGI and Game 13th. After

that, their strengthening our concept by releasing three of our main product:

Gamestation, Animonster, and Cinemags.

Gamestation is a monthly magazine that focuses on everything related to

video game. While, Animonster is a monthly magazine that provide information

about various Japanese culture phenomenon such as anime, manga, cosplay, and

J-music that has been very popular around the world, including Indonesia. In other

segment, their also publishing Cinemags, our very own movie & entertainment

magazine that offers the latest movie and entertainment news both from local and

International sources.

In 2005, Megindo released two new magazines: Gadget and Kiddo. Gadget is

Indonesias techno-magazine that gives its readers the most comprehensive

information regarding electronics, hobbies and lifestyle. Kiddo itself is a children

magazine that is being design to provide knowledge to children age 6-12 in a fun

and creative way. In 2008, Megindo received the license to publish Macworld

x
Indonesia. Macworld Indonesia is the magazine that offers detailed information

regarding APPLE products, services and accessories from iMacs, iPods, iPhones

and MacBooks.

Our target and focus is to fulfill the market has needs and publish new

magazines every two years. On its 12th years, Megindo keeps on refreshing its

commitment to become Indonesias most proactive and creative publishing

company who cares to its readers by giving only the best products and support the

mass media development in Indonesia. (http://megindo.wordpress.com/about/,

2013/09/19).

xi
GameStation Vol. 181, November 2010 edition has the front cover is Marvel

vs. Capcom 3: Fate of Two Worlds. The specification of Gamestation Vol. 181,

November 2010 Edition as follows:

COVERS : Avalon

PRICE : Rp. 32.500,-

BONUS : CD G-PLUS

ONSCREEN : Batman Arkham City, Street Fighter X Tekken, The

Legend of Zelda, Skyward Sword, Never Dead, Infamous

2, The 3rd Birthday.

GEESTORIAL : Marvel vs. Capcom 3: Fate of Two Worlds

REVIEW : Dead Rising II, Mafia II

HI-TECH : PlayStation 3 Solid State Drive

TIPS & TRICKS : Spiderman Shattered Dimensions

CHEAT : Toy Story 3 PSP, Batman: The Brave and the Bold Wii,

Kingdom, Hearts: Birth by Sleep PSP, Metroid: Other M

Wii, UFC 2010 Undisputed PS3, Spiderman: Shattered

Dimensions Wii, Scott Pilgrim vs. The World PS3, Deadly

Premonition X360, Halo: Reach X360

WALKTHROUGH : Mafia II

x
VITA

Tri Haksagian Pasunggingan was born on Juni 3th 1990 in Madiun, East
java. He is the seconds son his family. His fathers name is Sugianto. His
mothers name is Sumilah. He lives at Morang village, Kare, Madiun.
He had finished his elementary school in SDN Tawangrejo 5, graduated in
2003 and continued his study at Junior High school in SMPN 2 Mejayan,
graduated 2006. And then he had finished Senior High school in SMAN 2
Mejayan and graduated in 2009. Then continued his study in PGRI UNIVERSITY
of MADIUN at 2009 and studied in Department of English Teaching, The Faculty
of Teacher Training and Education. He studied in PGRI UNIVERSITY of
MADIUN until graduated.

xi

Potrebbero piacerti anche