study in this paper. The aim of this paper was to see how the adaptation process of the Mahabharata
story affected the comic industry, especially the first Parwa series, Adi Parwa, by Is Yuniarto in his
Garudayana comic. It attemped to see if the adaptation of new characters and the creative process
and strategy in introducing the comics made them become popular among millennial Indonesian
youth.
2 METHOD
The research of this paper was a study of the comic Garudayana by Is Yuniarto. Comics are one
of the most popular visual-based information media in the millennial generation. This study used
qualitative methods through data collection techniques such as observation, literature study, and
visual analysis. The qualitative method according to Bogdan and Taylor in Ratna (2016) does not
merely describe, but more importantly find, the results and meanings contained behind them, as
hidden meanings or intentionally hidden.
The qualitative method in turn produces descriptive data in the form of words, both written and
oral. Furthermore, this method is used to explore and express the behavior or characteristics of
millennial society, because the comics created by the comic artist were born in that era. Strengthening the background and any phenomena contained in the change in Garudayana comics can be
done through literature study, by observing objects in the form of a Garudayana comic book series
that has been made, and by analyzing visuals, especially classical puppets and new characters as
well as aspects and rules contained in comic theory.
The description of the Garudayana comic was done by taking some of the visuals in the comic,
from the creation process, as well as in terms of the promotion strategy in making this comic
popular among millennial generation. The visualization of the Garudayana comics included aspects
of general comic principles and particularly manga comics principles, story problems, and setting
that makes the comic unique from other comics.
3 RESULT AND DISCUSSION
Comics as a medium of information and entertainment are closely related to the readers’ tastes.
The taste or interest in comics in each era or generation are different. Interest or taste in reading
comics cannot be separated from the development of scientific and technological advances, which
can change readers’ behavior as consumers. In the development of comics in Indonesia, a trend in
visualization style will emerge that also adapts to the current tastes preferred by the market. The
flow of the market tastes always depends on the genre of interest, and the genre that is in demand
by the market is always changing in every decade or era. The fate of this reading depends on the
readers’ temporary fondness for a genre (Boneff 1998). This statement proves that the trend of
comics development in Indonesia fluctuates. Readers’ tastes are strongly influenced by a trend of
the genre that they are interested in and are also influenced by the comic industry which is stronger
and has a wider market.
The millennial generation is a generation term that is currently being discussed by many people in
the world in various fields. Millennials are also known as the Millennial Generation or Generation
Y as a demographic group after Generation X. Social researchers often classify generations born
between the 1980s and 2000s as millennials (Naldo & Satria 2018). Compared to the previous
generation, Generation X, the millennial generation is indeed unique. The research results released
by the Pew Research Center in 2010, for example, in detail explain the uniqueness of the millennial
generation compared to the previous generation, namely in the use of technology, pop culture, and
music.
The life of the millennial generation cannot be separated from technology, especially the internet, or entertainment which has become a necessity for this generation. The birth process of the
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