scholarly journals Penyuluhan Peluang Industri Kreatif di bidang Game Digital bagi Generasi Muda untuk Siswa SMA Negeri 3 Semarang

2021 ◽  
Vol 4 (1) ◽  
pp. 36
Author(s):  
Hanny Haryanto ◽  
Indra Gamayanto ◽  
Sendi Novianto ◽  
Ahmad Zainul Fanani

AbstrakSalah satu contoh industri kreatif yang berkembang pesat di Indonesia adalah game digital. Jumlah transaksi yang dihasilkan dari industri ini juga sangat besar, namun 90% lebih pendapatannya masuk ke asing. Hal ini disebabkan belum banyak generasi muda yang tahu dan berminat untuk bergerak di industri tersebut. Dengan tersedianya fasilitas pengembangan dan distribusi serta konten lokal yang kaya di Indonesia, industri game digital ini berpeluang menjadi industri unggulan. Kegiatan ini dilaksanakan di SMA 3 sebagai salah satu sekolah favorit yang memiliki generasi muda yang potensial. Kegiatan penyuluhan ini bertujuan memberikan wawasan dan motivasi bagi generasi muda, yang adalah siswa SMA 3 Semarang, tentang peluang industri game digital di Indonesia sehingga diharapkan dapat berminat dan bergerak di bidang ini. Metode umum yang digunakan dalam penyuluhan adalah mengemukakan permasalahan nyata berkaitan dengan industri kreatif di Indonesia, memberikan langkah-langkah praktis untuk memulai dan memberikan contoh-contoh nyata tentang usaha yang telah dimulai dan dilakukan. Sedangkan metode penyampaian materi menggunakan appreciative inquiry dengan empat tahap, yaitu mancari hal yang positif, menemukan dan menentukan pilihan visi yang muncul dari hal-hal positif tersebut, melakukan usaha untuk merealisasikan visi yang telah ditentukan dan evaluasi hasil yang telah dicapai. Kegiatan ini akan bisa mencapai dua tahap awal, namun untuk dua tahap berikutnya akan diserahkan secara mandiri kepada peserta. Hasil dari pelatihan dan pengabdian masyarakat ini adalah siswa akan mampu memahami perkembangan game saat ini, hal-hal apa saja yang dapat dilakukan untuk mengembangkan industri game. Kata kunci: Industri kreatif, game, generasi muda, konten lokal, unggulan. AbstractOne example of a creative industry that is growing rapidly in Indonesia is digital games. The number of transactions generated from this industry is also very large, however, more than 90% of its income goes to foreigners. This is because not many young people know and are interested in moving into the industry. With the availability of development and distribution facilities as well as rich local content in Indonesia, this digital game industry has the opportunity to become a leading industry. This activity is carried out in SMA 3 as one of the favorite schools that has a potential young generation. This outreach activity aims to provide insight and motivation for the younger generation, who are SMA 3 Semarang students, about the opportunities for the digital game industry in Indonesia so that it is hoped that they will be interested and engaged in this field. The general method used in extension is to bring up real problems related to the creative industry in Indonesia, provide practical steps to start and provide real examples of businesses that have been started and carried out. While the method of delivering material uses appreciative inquiry with four stages, namely looking for positive things, finding and determining the choice of the vision that arises from these positive things, making efforts to realize the predetermined vision and evaluating the results that have been achieved. This activity will be able to reach the initial two stages, but for the next two stages will be independently submitted to the participants. The result of this training and community service is that students will be able to understand the current game development, what things can be done to develop the game industry. Keywords: Creative industry, Game, young generation, local content, flagship

Author(s):  
Akinori ‘Aki’ Nakamura ◽  
Hanna Wirman

The People’s Republic of China has become the largest digital game software market in the world. Yet, outside the Chinese game industry itself, very little is known about the local development scene. In this chapter, we approach Chinese regions’ game industry from both a historical and an analytical perspective, particularly by examining how game developers in the PRC, Taiwan, and Hong Kong came to learn game development through copying, imitation, and gradually moving to innovation. The chapter aims at explaining China’s game development history chronologically, starting from the end of the 1980s when Nintendo’s products entered China and pirated products overwhelmed the legally bound regular market until the emergence of indie studios in the 2010s.


2016 ◽  
Vol 20 (5) ◽  
pp. 492-508 ◽  
Author(s):  
Alison Harvey ◽  
Tamara Shepherd

Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professionalization and support of the existing industry norms as credible and legitimate, while relegating other types of participation, including that by women and other marginalized creators, to subordinate positions within hierarchies of production. Using the example of a women-in-games initiative in Montreal as a case study, we indicate how linkages between affect and competencies, specifically creativity and technical abilities, perpetuate a long-standing delegitimization of women’s work in digital game design.


Author(s):  
Nurgun Vyacheslavovich Afanasev ◽  
Ul'yana Valer'evna Titova

The object of this research is the role of the comedy “Tieteybit” by N. D. Neustroev in cultural life of the Sakha Republic (Yakutia). The subject is the impact of modern creative industries upon cultural life of the region. On the example of Nikolay Denisovich Neustroev's comedy play “Tieteybit”, the authors examine the use of creative approaches towards preservation and popularization of cultural heritage of the Sakha people. It is noted that over the recent years, a major event in the development of spiritual culture and cultural life of the region overall has become the innovations introduced by the contemporaries in staging the Yakut comedies. Motifs of the comedy “Tieteybit” served as the prototype for staging the the first Yakut musical comedy, and even a film. A survey was conducted touching upon the following questions: are the innovations introduced in culture in form of a screen version of classical literature with the elements of innovation encourage the young generation to studying the Yakut cultural heritage?; what is the relevance of the work by N. D. Neustroev “Tieteybit”? The conclusions is made that in the XXI century, N. D. Neustroev's comedy “Tieteybit” has become one of the basics for the development of creative industry of the region. As an instrument for the development of regional culture, creative industry may play the strongest and highly effective role in the development of social life of the region.


2021 ◽  
Vol 4 (01) ◽  
pp. 1-11
Author(s):  
Muhammad Zulkiram ◽  
Afdhol Dzikri ◽  
Oktavianto Gustin

This paper discusses the development of a 3D game as a medium to improve the method of learning hadiths with Ijmali method and aims to measure the level of interest and desire of teenagers to study Hadith using the game. Ijmali method explains Hadiths in a clear, concise, and direct way. The game development is carried out using the Waterfall method. The software used for the development is Unity 3D. The evaluation was then carried out using questionnaires that consists of two stages. In the first stage, the experts were asked for their opinion about the game. Next, the questionnaire was distributed to the target respondents. Based on the result in the first testing stage, the lowest value is the Relevance aspect. Based on the result in the second testing stage, the lowest value is Usability. This shows that the game should have been designed with a lower level of difficulty to suit children aged 13-15 years. However, overall, the hadiths used in the game are valid and suitable for the students. It can be concluded that the use of the Ijmali technique as a hadith learning technique is quite effective for students.


2020 ◽  
Vol 57 (2) ◽  
pp. 81-112
Author(s):  
Rafał Maćkowiak

The video game industry is today one of the most rapidly developing branches of the entertainment industry. Such corporations as Microsoft, Sony and Nintendo are increasing their investment engagement in the manufacture of gaming hardware (e.g. computers, consoles, and tablets), and in game development for various platforms. There has developed and continues to expand an extensive terminology which due to the increasing consolidation of the user base is progressing towards producing a sociolect. Linguists have not yet examined the lexis of gamers which is why it must be studied considering the extent of the phenomenon and the sheer size of the gamer community. Video gamers form a large group. At this point it must be stressed that the gamer community and the lexis specific for it does not exist in isolation. The lexis used by gamers continues to permeate outside the community, e.g. to other media or the colloquial language. The author of this article conducted a survey to check whether the lexis of video gamers is known to random respondents. This article presents the results of the survey.


2017 ◽  
Vol 25 (9) ◽  
pp. 638-642 ◽  
Author(s):  
Dong J. Cho ◽  
Hyung T. Kim ◽  
Jaywon Lee ◽  
Sang H. Park

Author(s):  
Abdallah Qusef ◽  
Abdallah Ayasreh ◽  
Adnan Shaout ◽  
Muhanna Muhanna

The objective of this research was to discuss the processes and challenges encountered in the creation of mobile games for both Android and iOS platforms, which would help the novice game developers to enter the big world of mobile game industry. We highlighted each phase of the mobile game development. These involved suggestions on efficient brainstorming of ideas, proper selection of game engine, game design, number and type of pages, creation of levels, and distribution of complexity across the game level. In addition, other factors were considered such as the creation of User Interface and User Experience (UI/UX) as well as definition of the screen object’s sizes and positions that would be suitable in all mobile devices. The importance of agile cycles of alpha and beta testing was also discussed, particularly its influence on the enhancement of game features. However, a successful game is recognized based on its earnings. Hence, a guide on how to properly market the game was also included. A model game called “By Two” was used in this study to illustrate and explain the steps in detail.


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