Aktivitas Dinamis pada Appreciative Game “Warik the Adventurer” berbasis Finite State Machine

Muhammad Rakha' Naufal, Hanny Haryanto, K. Hastuti, Nita Virena Nathania
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Abstract

Serious games have become potential tools for education due to their advantage of giving a fun experience to the learner. Therefore, game experience is a fundamental element in serious game design. The game experience is mainly produced by the game activity, such as a quest or mission.  However, in many serious games, the game activities do not have a clear design and concept, resulting in a poor playing experience which produce poor understanding of the material. Appreciative Game is a game that is based on Appreciative Learning concept. Appreciative Learning concepts could be used to design game activities. Appreciative Learning consists of four main stages. The stages are discovery, dream, design, and destiny. These four stages lay down the foundation of serious game activity. This study uses the Finite State Machine to produce intelligent agents in order to develop more dynamic game activity to enhance the game experience.  We developed a 3D game called Warik the Adventurer as the testbed for this research. The game is about the cultural diversity in Indonesia. The game Experience Questionnaire (GEQ) is used to evaluate the player experience. The GEQ resulted in an acceptable score of 3 out of 5.
基于有限状态机的赞赏式游戏 "冒险家瓦里克 "中的 "动态 "问题
严肃游戏因其给学习者带来快乐体验的优势而成为潜在的教育工具。因此,游戏体验是严肃游戏设计的基本要素。游戏体验主要是由游戏活动产生的,比如探险或任务。 然而,在许多严肃游戏中,游戏活动没有明确的设计和概念,导致游戏体验不佳,对教材的理解不深。赏识游戏是一种基于赏识学习理念的游戏。赏识学习的理念可以用来设计游戏活动。赏识式学习包括四个主要阶段。这四个阶段分别是发现、梦想、设计和命运。这四个阶段为严肃游戏活动奠定了基础。本研究利用有限状态机制作智能代理,以开发更多动态游戏活动,增强游戏体验。 我们开发了一款名为 "Warik the Adventurer "的三维游戏,作为本研究的试验平台。该游戏以印度尼西亚的文化多样性为主题。游戏体验问卷(GEQ)用于评估玩家体验。GEQ 得出的可接受分数为 3 分(满分 5 分)。
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