{"title":"Game Mechanics: Sniper Simulator Game","authors":"Elbert Christopher Larosa, Matthew Kharli","doi":"10.21512/jggag.v3i2.7256","DOIUrl":"https://doi.org/10.21512/jggag.v3i2.7256","url":null,"abstract":"Popularity of game creates opportunity to everyone in developing a game that can be used to address any specific problem in many areas. In BINUS University International, for education purposes, game is not only being used as a tool/media to learn something, but it can also be used to develop student understanding on how the game mechanic of the games works. By understanding the mechanic of the games, hopefully it can help them in developing a game designed that can be used to address problems in their environment.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114509264","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using Board Games as Anti-Corruption and Integrity Learning Media","authors":"Sandri Justiana, Roto Priyono, Eko Nugroho","doi":"10.21512/jggag.v2i2.7193","DOIUrl":"https://doi.org/10.21512/jggag.v2i2.7193","url":null,"abstract":"One of the corruption eradication mandates assigned to the Corruption Eradication Commission (KPK) is to carry out anti-corruption education at each level of education, carry out anti-corruption public campaigns, and promote corruption eradication programmes (Law No 30/2001 on the Corruption Eradication Commission). To make anti-corruption education more effective, alternative media need to be developed that are more interesting and fun but do not detract from the essence and objectives of the learning itself. The KPK developed eight more anti-corruption and integrity board games for a wider audience, including young children, young people, students, educators, business people, and politicians. Board games are an interactive anti-corruption learning media that offer a unique way of looking at something, promote open communication, and challenge the players to work together to achieve results. Board games can be used an alternative learning media to instil anti- corruption values from a young age, and as a media for public anti-corruption promotion and campaign ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133285818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maniah Maniah, Y. Heryadi, A. Trisetyarso, B. S. Abbas, W. Suparta, F. Gaol
{"title":"Predicting the Effect of Violent Gameplaying to Violent Behavior Intention among Females using Tree Regression and AdaBoost Tree Regression","authors":"Maniah Maniah, Y. Heryadi, A. Trisetyarso, B. S. Abbas, W. Suparta, F. Gaol","doi":"10.21512/jggag.v4i2.7468","DOIUrl":"https://doi.org/10.21512/jggag.v4i2.7468","url":null,"abstract":"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.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"111 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134003854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Improving English Learning by Gamification with MDA Framework","authors":"Frieska Angelia, Suharjito Suharjito, S. M. Isa","doi":"10.21512/jggag.v5i2.7474","DOIUrl":"https://doi.org/10.21512/jggag.v5i2.7474","url":null,"abstract":"Information technology is proliferating and drives the learning process toward e-learning. At the moment, people can learn from their gadget through learning sites, applications, or games. However, to improve users’ motivation, e-learning must be appealing. Researchers have introduced the concept of gamification to make learning more entertaining. The primary purpose of this research is to understand how the proposed gamification elements using Mechanics, Dynamics, and Aesthetics (MDA) framework improve users' motivation and learning outcomes in English learning. For this research, we use 6-11 framework defining six aspects of emotion and eleven aspects of instinct. We collected users’ scores then analyzed them by using a t-test. We also used a questionnaire to access the users' experience. The results suggest that most of the respondents are motivated to learn more deeply. We conclude that the proposed gamification elements improve users' motivation and learning outcomes.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"301 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132981552","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ahmad Syahid Zakaria, Billy Muhammad Iqbal, Danu Hadi Syaifullah
{"title":"Designing Serious Game as Learning Media of Design Thinking Mindset","authors":"Ahmad Syahid Zakaria, Billy Muhammad Iqbal, Danu Hadi Syaifullah","doi":"10.21512/jggag.v4i2.7465","DOIUrl":"https://doi.org/10.21512/jggag.v4i2.7465","url":null,"abstract":"In many cases, the concept of design thinking (DT) is only taught as an instance method without deep understanding of its basic concepts. The characteristic of DT itself is abstract and practical so difficult to be articulated. On the other side, serious game (SG) comes as a proven solution that can bring a positive impact on the learning process because it can provide an immersive and enjoyable experience. In general, this research will discuss how to design the most appropriate SG to embed the basic concept of DT and how its influence on DT learning process at the participant`s reaction and learning level. This study discusses comprehensively the design process of SG starting from game model, game framework, design sketch, to final prototype. The output of this design is a series of educative games composed of several aspects of meaning and play to teach the basic concept/mindsets of DT.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"295 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122788889","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Subliminal Paradigmatic on Designing Character in Games","authors":"Sulaiman Hakim Lubis, Tubagus Zufri","doi":"10.21512/jggag.v5i1.7472","DOIUrl":"https://doi.org/10.21512/jggag.v5i1.7472","url":null,"abstract":"Not only rely on aesthetics alone, but character design also requires things that underlie decision making in the design process. The consideration may refer to the type of story, style and appearance that also refers to the form, which is part of the elements of design, but other than those designers must also be paid attention to other things that related with the problem that occurs when the game is played. Games will be played by players who in fact have experiences that will later be brought into the game and instead bring experience from within the game to the real world. This unconscious condition can also be used as a design consideration.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115466341","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design And Development of a Narrative Based Tabletop Game for Promoting Soft Skills Acuisition in Technical Students in The South African","authors":"Lance Bunt, Jacob J. Greeff","doi":"10.21512/jggag.v5i2.7475","DOIUrl":"https://doi.org/10.21512/jggag.v5i2.7475","url":null,"abstract":"A serious tabletop game called “Gr8 Success!” has been developed for an undergraduate Communication skills module at the North-West University (NWU) in South Africa. This paper presents the details of the development process and discusses the first play tested prototype of the serious game in question. The game is described in the context of a conceptual framework being developed by researchers at the Serious Game Institute of South Africa (SGI-SA).","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132008406","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Color Matching Ondel-Ondel Gamification as Culture Edutainment for Children","authors":"M. Purbasari, I. Tobroni","doi":"10.21512/jggag.v4i2.7463","DOIUrl":"https://doi.org/10.21512/jggag.v4i2.7463","url":null,"abstract":"Gamification can be one-approach children for playing while learning. Researchers proposed one gamification that using ondel-ondel; the giant Betawi dolls that famous, as Betawi icon that can be enjoyed in all Jakarta’s corners will be one of the media for children to learn how to color. Color Matching Ondel-Ondel is an offered coloring multimedia gamification, which inserted information on form elements of ondel-ondel’s attributes. This research used a merging method of gamification implementation in education and user-centered approach. To analyze the form elements of the ondel-ondel’s attribute, semiotic of William Morris had been used, that focus on form, content, context. Several children with positive responds have tried this gamification, they were not just excited and happy but also gave feedback to make this game more interesting and useful. It is expected to be more gamification using ondel-ondel as a main character and coloring gamification of other Betawi’s art and culture.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124299127","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Building an Extensive Experience in Video Games and Movies, a Transmedia Storytelling","authors":"Octavianus Frans, J. Witabora","doi":"10.21512/jggag.v2i1.7213","DOIUrl":"https://doi.org/10.21512/jggag.v2i1.7213","url":null,"abstract":"Transforming video games into movies and transforming movies into video games has been a common thing nowadays. With advanced technology, what can be done in a video game can also be done in a movie, and vice versa. Good attention to details is important in a transformation process as the final product has to be as good as the original one, if not better. To be able to do well in transforming an art form to another, it is important to understand the whole process and how it was first done. ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"228 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116424557","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Paruman The Khemion Master: Learning Chemistry Periodic table with Trading Card game","authors":"S. Mahardhika, Frans Santoso, Nashiruddin Alfath","doi":"10.21512/jggag.v2i2.7195","DOIUrl":"https://doi.org/10.21512/jggag.v2i2.7195","url":null,"abstract":"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. ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133373148","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}