Player Experience Measurements Using Immerse Experience Questionnaire on Pewayangan Game

Rizza Indah Mega Mandasari, Bambang Pudjoatmodjo
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引用次数: 2

Abstract

Wayang is an Indonesian heritage that becomes the world's heritage based on the recognition of UNESCO on 7 November 2003. However, the establishment of the wayang as a world cultural heritage does not make it is recognized by the young generation in Indonesia. They considered that wayang is only as a conventional culture, the duration is too long, and it tends to be boring. Creative and interactive media are needed to attract the younger generation to wayang, one of them is using the game. A Game is an interactive media that is much liked by all ages because they are entertaining, challenging, and fun. In the development of a game, it needs to emphasize a good user experience. The measurement of user experience in the game called the gameplay experience. This paper discussed the measurement gameplay experience (GX) using Immerse Experience Questionnaire (IEQ) on Wayang Game. The results of GX measurements become a benchmark for the quality of the game ‘pewayangan’ in attracting the young generation.
基于沉浸式体验问卷的《Pewayangan》玩家体验测量
瓦扬是印度尼西亚的遗产,2003年11月7日被联合国教科文组织认可为世界遗产。然而,将瓦扬列为世界文化遗产并没有使它得到印尼年轻一代的认可。他们认为,wayang只是一种传统文化,持续时间太长,而且往往很无聊。要吸引年轻一代玩大阳,需要有创意和互动的媒体,其中之一就是玩游戏。游戏是一种互动媒体,因其娱乐性、挑战性和趣味性而广受各个年龄层的喜爱。在游戏开发过程中,必须强调良好的用户体验。在游戏中衡量用户体验的方法叫做玩法体验。本文探讨了在《Wayang Game》中使用沉浸式体验问卷(IEQ)测量游戏玩法体验(GX)的方法。GX测量的结果成为“pewayangan”游戏在吸引年轻一代方面的质量基准。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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