{"title":"Video Games as Tools for Education","authors":"A. W. Utoyo","doi":"10.21512/jggag.v3i2.7255","DOIUrl":"https://doi.org/10.21512/jggag.v3i2.7255","url":null,"abstract":"Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 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":"130301147","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 of Gradual Contemporary Wayang Visual Character Indonesia For Sticker Chatting And Game Applications","authors":"James Darmawan, Irwan Harnoko","doi":"10.21512/jggag.v2i1.7217","DOIUrl":"https://doi.org/10.21512/jggag.v2i1.7217","url":null,"abstract":"UNESCO international recognition in 2003 stated that wayang is one of Indonesia's cultural heritage, but the sense of belonging for wayang is still low among the nation's next generation of Indonesia. So at this time, both the government and the educators, still working to improve the regeneration of wayang knowledge and recognition for the young nation and the world, including through game application. In this study, the researchers created a contemporary virtual character of wayang, and will be inserted as a character sticker chatting and game application. This wayang virtual characters can be used as tools for reintroduction to young people around the world. This method will be conducted by researchers include depictions classification of facial expressions of emotion, collaborate with simplified visual approach, to obtain the corresponding visual characteristics of the wayang virtual characters. Researchers also used visual basic character as a prototype for contemporary form deformation, so it can be applied to the target games application and communication functions.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"5 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":"134135864","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":"Designing Wayang Kulit Purwa with Gatotkaca as the Character in Game","authors":"Nunnun Bonafix","doi":"10.21512/jggag.v2i1.7215","DOIUrl":"https://doi.org/10.21512/jggag.v2i1.7215","url":null,"abstract":"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.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"129 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":"131462680","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":"A Preliminary Survey of Game Developer’s Perception on Game Clone","authors":"D. Sudirman, W. Suparta","doi":"10.21512/jggag.v5i1.7473","DOIUrl":"https://doi.org/10.21512/jggag.v5i1.7473","url":null,"abstract":"If a developer uses trademarked content from other game such as images and music, it will be illegal. But it is fine for the developer to copy the gameplay and make innovative changes to improve the game. This is a good practice that boosts innovation in the video game industry that relies on creativity. The problem is when a developer decided to use the legality to simply copy other works with no spirit of innovation. This act of legal plagiarism is called video game clone. We need to have a more understanding of Indonesia game developer’s perception toward game cloning and plagiarism. Based on the survey, it can be concluded that Indonesia game developer, in general, has no problem with the act of game cloning. Although, more effort and focus could be given to protecting both creators and consumers from the negative intent of using game clone legality","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"171 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":"121260815","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":"Game Developer Competition Between USA and China","authors":"F. Limano, P. A. Setiawan","doi":"10.21512/jggag.v4i2.7462","DOIUrl":"https://doi.org/10.21512/jggag.v4i2.7462","url":null,"abstract":"This study aims to obtain a comparison between two biggest economic Country, and see they focus on games industry global market. In this study researchers took the data from secondary data in global market game then analyzed data quantitatively and objectively by comparing data with USA & China video game market as the subject. The result of this study expected to be used as recommendation for game developers in choosing which platform to focus in designing their games by following patterns of subject reference that has been existed, in accordance with a model in design business criteria.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"6 11 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":"124173977","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":"Girls and Assassin’s Creed","authors":"Veronique Bailey","doi":"10.21512/jggag.v2i2.7192","DOIUrl":"https://doi.org/10.21512/jggag.v2i2.7192","url":null,"abstract":"Assassins Creed is one of the top selling video game franchises], as such it has a marked impact on the worldwide culture of gaming. As interaction designers we have to evaluate the impact that video games have on their users. One way that we can do that is by taking a more feminist approach; feminism naturally goes hand in hand with interaction design as it refers to fulfillment, identity, equity, empowerment and social justice. In this paper I evaluate the user satisfaction of female users as they play Assassin’s Creed (An Action Adventure game) in terms of evaluating their levels of fulfillment, identity, equity and empowerment. ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"42 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":"124709643","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 UI/UX Mobile Games for Left Hand Dominant People","authors":"A. Kurniawan, Nunnun Bonafix, H. Hartono","doi":"10.21512/jggag.v5i2.7476","DOIUrl":"https://doi.org/10.21512/jggag.v5i2.7476","url":null,"abstract":"The purpose of this research study is to get correlation between left-hand-dominant people with normal layout from mobile games application, and also to get the best suggestion layout for user interface & user experience design (UI/UX) mobile games towards left-hand-dominant people. Quantitative method is used for examination between left- hand-dominant people with user interface layout design. There were 22 left-hand-dominant people who love playing mobile game based. All participants played mobile game (PUBG- PlayerUnknown’s BattleGround) for 10 minute with 2 different layouts, normal design from developer and our modified design layout. Result; normal design layout is not significantly give any issues. Left-hand-dominant people accepted that normal basic layout. Before mobile games era, there were gamepads or joysticks with same standard layout buttons towards UI/UX mobile games screen and they were feeling fine about it.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"2 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":"129580811","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":"Sesame Credit: Social Compliance Gamification in China","authors":"A. Reis, Livia Topper Press","doi":"10.21512/jggag.v4i1.7239","DOIUrl":"https://doi.org/10.21512/jggag.v4i1.7239","url":null,"abstract":"Sesame Creditis the gamified Chinese social credit. It aims at monitoring and controlling the behavior of more than a billion citizens until 2020. Basing itself on the distribution of rewards and punishments to individuals, upon scoring based on the compliance of the aforementioned citizens towards laws and government interests. The present study probes Sesame Credit from data collected from academic papers, Chinese government official documents, as well as media articles.An interpretative analysis is conducted based on the Octalysismethod of gamification and the motivational method known as the Self-Determination Theory. Residing as main conclusions: a) the efficiency of the Sesame Credit depends on extensive and continual monitoring of the population by the Chinese government; b) despite the coercive aspects, such gamification is observed to be as popular in China, due to a millenary tradition of people’s compliance to the social and those of authority obedience","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"272 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122086563","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}
I. G. Andika, Daniel Saputra, Christina Purnama Yanti, G. Indrawan
{"title":"Mengenal Aksara Bali: Balinese Script game education based on mobile application","authors":"I. G. Andika, Daniel Saputra, Christina Purnama Yanti, G. Indrawan","doi":"10.21512/jggag.v4i1.7240","DOIUrl":"https://doi.org/10.21512/jggag.v4i1.7240","url":null,"abstract":"Balinese Scriptwriting, as one of Balinese cultural richness, is going to extinct because of its decreasing use. Governor of Bali, I Wayan Koster, expressed concern about the increasingly diminishing interest of the community, especially among the younger generation using it. This research focused on the development of a Balinese Script game education based on a mobile application called Mengenal Aksara Bali. In this research area, Mengenal Aksara Bali offered a solution as an application that is not only for playing,but also provided features for learning Balinese Script glyphs (Aksara Wresastraand numbers). Mengenal Aksara Bali was implemented by using Construct2(a powerful game creator designed especially for 2D games). Through Black Box testing, its functions in the application wasrunning as expected","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132496007","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":"Dishcover Indonesia: Android Cooking Game on Indonesian Cuisine","authors":"Jeremy Jodi Widjaja","doi":"10.21512/jggag.v3i2.7254","DOIUrl":"https://doi.org/10.21512/jggag.v3i2.7254","url":null,"abstract":"The video game industry can be said to be one of the more modern undying industries that are ever growing and evolving. In Indonesia, there are several game development companies, however, there is currently no game that utilizes Indonesian cuisine as the main theme. It is also noted that there have been no recent cooking games that are unique nor a sequel. Currently, there is a gap in which consumers are not playing cooking games although they enjoy them. As a result, the author attempts to develop a game that can reach users’ expectations for a modern Android cooking game. Users were tested in two phases. Before the development, users were asked to rate their expectations of a cooking game and the current competition. After the development of the game, users were given the beta to test and rate their evaluation of the application. Based on the results of the two surveys, the game has achieved the results desired in the beginning of the project development.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"9 7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133259270","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}