Journal of Games, Game Art, and Gamification
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Published By Universitas Bina Nusantara

2548-480x

2022 ◽  
Vol 6 (2) ◽  
pp. 39-43
Author(s):  
Darius Andana Haris ◽  
Jeanny Pragantha ◽  
Carmello Fabrian Husen

“Full Metal Parabellum” is a three-dimensional rail shooter game for smartphone with an Android Operating System. This game was created using Unity 3D game engine for Android platform. In this game, player will have to defeat all enemies in every stages. Player can move the in-game camera and aim by moving the smartphone around. This game is tested by black box testing, alpha testing, and beta testing with a survey distributed to 30 respondents. The survey shows that Full Metal Parabellum is a fun game that easy to play, and the gyroscope feature that was implemented in this game is working as planned.


2021 ◽  
Vol 6 (2) ◽  
pp. 56-66
Author(s):  
Andre Andre

Wayang is considered a cultural heritage that has been passed down from generation to generation in Indonesia. However, the younger generation known as digital natives shows a lack of motivation and interest in Wayang. Therefore, it became an important matter to introduce traditional Wayang to younger audiences in engaging formats. This paper proposes an adaptation of the multiplayer online battle arena or known as MOBA. This type of multiplayer game for the mobile market is gaining high popularity among the young generation because it embraces quick-paced, strategic, and intense battle scenes. We called our game "Wayang Tarung" or "Wayang Battle" in English. Furthermore, the game has several features supporting the narrative of wayang characters, such as simple digital motion comics and character briefing between loading screens. A mechanic-dynamic-aesthetic framework (MDA) is used as a guideline to assure the game has engaging gameplay. Since the game runs asymmetrically, the starting condition for both players must be considered. Therefore, we also apply a game balancing strategy to ensure that each Wayang character has weak and strong points. In addition, we were adapting artificial intelligence from the Clash Royale game to dictate autonomous character behavior. The implementation of the Wayang Tarung game has been evaluated using a heuristic testing method adapted from the norman Nielsen heuristic usability. We also conducted a direct observation in a controlled-lab condition and gathered the data using a pre-post test that evaluated player knowledge of Wayang's character. Based on the excellent mark pre-post test result, we believe that adopting the multiplayer game platform in introducing wayang characters to the young generation has enriched prominent to explore further.


2021 ◽  
Vol 6 (2) ◽  
pp. 44-55
Author(s):  
Matheus José Machado Dutra

This research explored the topic of lifestyle in the ambit of gaming. A total of 711 valid respondents from 67 countries took part in a questionnaire designed to gather information about the Gaming Lifestyle (GLS). The objective was to identify what game-related practices, habits, attitudes, and beliefs characterized this way of living. The exploratory factor analysis was employed to uncover underlying factors that could answer this question. Results pointed that Six Factors influence the GLS: competition, media, microtransactions, marketing and communication, socialization, and enjoyment. This paper contributes to the field of game studies by deepening our understanding of how gamers are impacted by in-game and out-game daily experiences.


2021 ◽  
Vol 6 (2) ◽  
pp. 32-38
Author(s):  
Hanny Haryanto ◽  
Ardiawan Bagus Harisa ◽  
Indra Gamayanto

Game replayability is very important in serious game to maximize the understanding for the learning content. The replayability is the result from the gameplay experience. Games have the advantage of providing a fun experience, and immersion is a vital element in game design to produce the experience. However, the design of immersion in games is often not well conceptualized so that it does not produce the expected experience. This study uses Appreciative Learning based reward system, which focuses on positive things such as peak achievements, opportunities, exploration of potential and optimism for the future. The reward activity consists of four stages, namely Discovery, Dream, Design and Destiny. Reward personalization is done by regulating reward behavior using artificial intelligence which runs in all four stages. Appreciative Learning will be used to design immersive experiences consisting of sensory, imaginary and challenge-based immersion, which are the three main elements of immersive games. Intelligent agent behavior is modeled using the Finite State Machine. This study produces an immersive reward design that is applied to the concept of Appreciative Learning in designing a serious game.


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Satrya Mahardhika ◽  
Frans Santoso ◽  
Nashiruddin Alfath

The purpose of this research is to learn about how IP character can help students remembering their lesson. In this case we apply the research to a subject that majority students having difficulty to learn, it is chemistry. Some students say that chemistry is the hardest subject for them. Some say that the hardest part is to remember codes and elements on chemistry. Even they said it is the most boring subject, and usually they get a bad mark for it. Based on our survey, we find out that most of students having difficulties to study the subject using traditional method. They prefer to learn using graphics, because it is easier to remember the codes. For this case, we create a set of play card that can help students remembering the chemicals codes. Each card has a unique IP Character that resembles chemical element. Writers also add an element, which could make the chemistry lesson easier to understand, that is game. A game rule will be applied on the card game, and it will help student learned chemistry. And to make it more attractive and fun, we also try to put some technology to the game. Using a technology called Augment Reality, we try to engage students more. 


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Nunnun Bonafix

Young generation nowadays has lack of knowledge on the culture of shadow puppet (wayang kulit) which is a heritage that has a high value of art and philosophy. This is caused by the impact of foreign cultures rapidly entering Indonesia. The rapid development of the information technology through internet & game has led to globalization that seems to be not limited to space and time. The speed of information and foreign cultures cannot be stopped. The culture of shadow puppet (wayang kulit) is getting eroded and is not much known by the modern society nowadays. This is an irony to a big nation which has a rich heritage, so it is our obligation as a citizen to maintain and preserve it. Based on the formulae of AIGA 2015 that defines (time + content + context) / time = experience design, the game of wayang kulit (shadow puppet) Gatotkaca put forbattled different experience to users in exploring the information and entertainment in those media. Having the spirit of moderate Postmodernism, the design plan called User Interface which combines the modern and classic traditional elements will encourage new experience to the users (Experience Design). The design recognizes times and trends, and it keeps changing as the development of the times. The design can be a pace setter to next individuals who are called to maintain and preserve national cultures, in general, and wayang kulit purwa, in particular, through digital media. The development in the modern era will not change the identity of shadow puppet (wayang kulit) culture since it has solid foundation.


2021 ◽  
Vol 1 (1) ◽  
pp. 27-34
Author(s):  
Wildan Ali

The videogame industry had evolved since its initial appearance, and along with it, so has target market. This study attempts to analyse the trends throughout the years through observation of marketing materials such as printed and video advertisement commercials. The analysis is done by applying standard practice values employed in advertising communication on chosen samples of said commercial ads from each era of video game history.


2021 ◽  
Vol 4 (2) ◽  
pp. 62-66
Author(s):  
Maniah Maniah ◽  
Yaya Heryadi ◽  
Agung Trisetyarso ◽  
Bachtiar Saleh Abbas ◽  
Wayan Suparta ◽  
...  

The issue on the effect of violent video game to aggressive behavior has gained wide interest from various communities. This paper presents some results of predicting quantitative measure of aggressive behavior from variables that measure violent video game playing. Experiment results showed that Decision Tree Regression (DTR) and Adaptive Boosting Tree Regression (AB-DTR) models predicted aggressive behavior intentions with high accuracy. For predicting Hostile variable: DTR’s training and testing RMSE (0.0, 0.0); AB-DTR’s training and testing RMSE (0.08, 1.08). For predicting Instru variable: DTR’s training and testing RMSE (0.0, 2.18); AB-DTR’s training and testing RMSE (0.0, 3.30) respectively.


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Yaya Heryadi ◽  
Michael James

The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Rohmat Taufiq ◽  
Agung Trisetyarso ◽  
Wayan Suparta ◽  
Bachtiar Saleh Abbas

We propose a credit card application using blockchain to improve the approval, transparency and security process. Some studies explain the use of blockchain technology in credit card applications but have not described the concept and architecture. Therefore, this study describes and describes the architecture of using credit cards for credit card applications. The motivation of this research is to explain the implementation of blockchain technology, especially the decentralization process of ledgers in credit card applications. Next, we propose architecture and algorithms for credit card applications using blockchain. The conclusion in this study is a decentralized ledger for credit card applications that allows peer-to-peer transactions, decentralized credit card applications that are not bound by geographical boundaries, have two advantages for debtors and the banking industry. In addition, the architecture is made using a credit card for application credit cards and an explanation of how the architecture works.


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