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2021 ◽  
Vol 6 (1) ◽  
pp. 26-39
Author(s):  
Firdhani Resha ◽  
Dian Bayu Firmansyah ◽  
Eko Kurniawan

This research aims to describe and classify Japanese onomatopoeia, which appear in the form of kuchiguse from animal characters in the Atsumare: Doubutsu no Mori console game. The method used is a qualitative descriptive research method with data collection techniques is the observation note technique. Based on the results of this research, it can be concluded that the onomatopoeic kuchiguse that appears the most is based on characters onomatopoeic found 62 kuchiguse originating from onomatopoeia followed by giyougo, gijougo, giseigo, giongo, and gitaigo. Each animal pronounces onomatopoeia like Sacchi pronouncing giseigo onomatopoeia, Meruborun pronouncing giongo onomatopoeia, and Andesu pronouncing gitaigo onomatopoeia. The spoken kuchiguse can be derived from onomatopoeia and the spoken onomatopoeia by the animal characters has no meaning to the sentence previously spoken. The use of onomatopoeia of kuchiguse as vocabulary in Atsumare: Doubutsu no Mori is another variation of idiolect.


2021 ◽  
Vol 6 (2) ◽  
pp. 7-21
Author(s):  
Jacqueline Burgess ◽  
Christian Jones

This research, using online qualitative survey questions, explored how players of the PlayStation 4 console game, Horizon Zero Dawn, formed emotional attachments to characters while playing as, and assuming the persona of the female player-character, Aloy. It was found that the respondents (approximately 71% male) formed emotional attachments to the female player-character (PC) and non-player characters. Players found the characters to be realistic and well developed and they also found engaging with the storyworld via the female PC a profound experience. This research advances knowledge about video games in general and video game character attachment specifically, as well as the emerging but under-researched areas of Persona Studies and Game Studies.


Author(s):  
Muhammad Febriyanto ◽  
Evi Yuliawati

Kepuasan pelanggan merupakan tujuan utama dari setiap perusahaan penyedia jasa game. Dengan tujuan ini akan menjadi kunci utama dalam mempertahankan keberadaan industri game. Tujuan penelitian ini adalah membandingkan antara Mobile Game dan Console Game pada sisi kualitas layanannya. Sedangkan pengumpulan data dalam penelitian ini dengan menyebarkan kuesioner yang dibagkan kepada 50 responden. Terdapat 3 macam kuesioner yang akan dibagikan pada penelitian ini. Kuesioner pertama dan kedua merupakan kuesioner terbuka dan tertutup yang digunakan untuk pengerjaan pada Metode Game Theory, Kuesioner ketiga merupakan kuesioner kualitas layanan yang akan digunakan pada Metode Importance Performance Analysis. Pengambilan sampling responden dilakukan secara online dan secara langsung kepada mahasiswa ITATS. Pada tahap pertama digunakan metode Game Theory untuk mengetahui pihak mana yang lebih unggul. Pada persaingan ini, Mobile Game menggunakan 11 strategi dan Console Game menggunakan 10 strategi. Nilai yang diperoleh pada metode Game Theory ialah 0.13 artinya kemenangan untuk pemain baris yaitu Mobile Game. Tahap kedua ialah dengan mengidentifikasi atribut-atribut yang ada pada setiap layanan pihak yang kalah dalam hal ini ialah Console Game. Kemudian digunakan metode Importance Performance Analysis untuk mengetahui prioritas perbaikan dari 18 atribut yang digunakan. Atribut yang menjadi prioritas perbaikan manajemen Console Game untuk dapat bersaing dengan Mobile Game adalah (1) Software game yang disdiakan. (2) Karyawan yang secara konsisten bersikap sopan. (3) Keamanan kendaraan yang diparkir.Kata Kunci: Game Theory, Importance Performance Analysis, Kepuasan Pelanggan,


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2019 ◽  
Vol 12 (20) ◽  
pp. 90-106
Author(s):  
Rainforest Scully-Blaker

In November 2017, Nintendo released Animal Crossing: Pocket Camp (Nintendo 2017) for iOS and Android devices. At first blush, the game is much like previous instalments in the series. The player character finds themselves as a new denizen of a rural space populated by sentient animals that all have wants and offer rewards for those that satisfy those wants. However, the conversion of Animal Crossing from console game to mobile game was not without its major changes. A free-to-play game par excellence, Pocket Camp introduces Leaf Tokens, a separate currency from bells which can be bought with real money. Leaf Tokens can be used to buy certain in-game objects but, for the most part, are used to eliminate instances of waiting in the game, which stands in direct opposition to the series’ apparent valorization of slower, simpler living. Through a discussion of this translation of Animal Crossing’s mechanics and values into the mobile game genre, Pocket Camp is shown to gamify the capitalist monetization of time. In the face of this reality, the paper concludes examining the role of the player as a critical actor within this system and suggests that, far from being a passive victim of the game’s capitalist logics, one might engage with the game in subversive ways that articulate a virtual refusal of virtual labour and an instance of what the author has taken to calling radical slowness.


2017 ◽  
Author(s):  
Darmawan Napitupulu
Keyword(s):  
Unity 3D ◽  

Perkembangan game terjadi di awal tahun 1990 di mana perkembangannya begitu pesat bahkan lebihbanyak konsumerisasi daripada pengembangannya khususnya di Indonesia. Bisa dilihat dari banyaknya console game yang bermunculan dimana pengembang kebanyakan dari bagian Amerika, Eropa dan Asia. Perkembangan game diikuti juga dengan maraknya Game Engine atau Game Creator yang dapat digunakan untuk membangun, merancang dan mengembangkan game, salah satunya adalah unity 3D. Tujuan dari penelitian ini adalah merancang sebuah program game dengan menggunakan game engine unity 3D. Metode pengumpulan data meliputi studi pustaka atau literatur terkait model pengembangan games sedangkan metode perancangan meliputi pembentukan elemen elemen game dari teks, tombol, gambar, maupun animasi serta penggabungan elemen ActionScript ke dalam gambar-gambar pada game. Unity 3D dipilih karena kemampuannya menciptakan animasi yang dinamis dengan adanya fasilitas action script sehingga pembuatan game PC hack & slash ini menjadi lebih mudah. Game PC Hack & Slash ini dibuat untuk memecahkan kebuntuan opini yan berkembang di kalangan masyarakat bahwa proses pembuatan game sangat sulit khususnya bagi orang awam. Oleh karena itu penelitian ini bertujuan agar orang dapat mengerti teknik-teknik pembuatan game dan action script saja yang umumnya digunakan dalam software Unity 3D sehingga dapat mendorong lebih banyak jumlah game buatan lokal. Hasil dari penelitian ini berupa program Game PC Hack & Slash yang berisi suatu karakter yang bertemu dengan musuhnya, sehingga karakter tersebut harus menghancurkannya. Karena apabila tidak dihancurkan player tidak akan dapat meneruskan ke stage berikutnya. Jugadi dalam game di berikan item-item atau bonus yang dapat memulihkan Health bar player agar dapat terus melawanmusuhnya.


2017 ◽  
Vol 6 (4) ◽  
pp. 120-125
Author(s):  
Seza Soylucicek

AbstractUp to now the relationship between console games and gamers has been restricted by limitations in screen size. The gradual enlargement of these sizes has accommodated for a technological boom in the development of game software programs, some of which have been hugely successful and had broad repercussions across both the gaming and technological landscape. In 2010, Microsoft and their Kinect team released an advertisement using projection mapping technique, which gave users an exciting preview of the future of game technology and provided inspiration for aspiring young game developers. With the help of new techniques, developers had the chance to produce artistically unique projects by creating a variety of different game experiences. Additionally, the enhancement of digital games, their interactive features, and the enlargement of the screens enabled users to experience a completely new level of immersion in their games. Each new development within the industry allows for new avenues of exploration and provides the potential to further refine and enhance successful techniques. Two creative examples of application adaptations are Microsoft’s Illumiroom and RoomAlive projects, which include a game experience which incorporates a large part of the user’s physical environment using reflective techniques. The world of gaming entertainment and the technological advancements which propel it, are constantly improving the experience of its users, and this study, which starts out with aforesaid improvements, further examines the relationship between new generation interactive console games, aesthetic aspects of game interface designs, Microsoft Kinect and Projection Mapping. In light of these, this study discusses the future opportunities of console development, the current industry innovators, and the potential immersive qualities of digital games. Keywords: console game, game design, graphic design, game experience, game user interface design, projection mapping.


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