scholarly journals PERANCANGAN MASSIVELY MULTIPLAYER ONLINE KNIGHTS FANTASY ONLINE

Author(s):  
Darius Andana Haris ◽  
Viny Christanti Mawardi ◽  
Davin Pratama

Knights Fantasy Online adalah game online multiplayer dengan genre role-playing. Game ini dibuat menggunakan ActionScript 3.0 dengan Adobe Flash sebagai sisi klien dan Java sebagai servernya. Desain dari game ini dibuat dengan Adobe illustrator. Dalam game ini, pemain memulai petualangannya di dunia bernama Edenia, sebagai ksatria dari kerajaan yang bernama Aurum. Pemain bertugas mengkontrol jumlah populasi monster. Pemain dapat mengambil quest, mengumpulkan equipment dan meningkatkan ability karakternya.

2021 ◽  
Vol 5 (1) ◽  
pp. 1-8
Author(s):  
Darius Andana Haris ◽  
Viny Christiani Mawardi ◽  
Davin Pratama

Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The game was tested by using Blackbox, alpha, beta and stress test. Through the results of a questionnaire distributed to 40 people. The test results shows that Knights Fantasy Online has an interesting gameplay, easy to understand and also has enough features as a massively multiplayer online game.


Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


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