Journal of Games, Game Art, and Gamification最新文献

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UI/UX Mobile Games Transformation towards Translated Language UI/UX手机游戏向翻译语言的转变
Journal of Games, Game Art, and Gamification Pub Date : 2019-02-06 DOI: 10.21512/jggag.v3i2.7257
A. Kurniawan, H. D. Aprilia
{"title":"UI/UX Mobile Games Transformation towards Translated Language","authors":"A. Kurniawan, H. D. Aprilia","doi":"10.21512/jggag.v3i2.7257","DOIUrl":"https://doi.org/10.21512/jggag.v3i2.7257","url":null,"abstract":"The purpose of this research study is to get data of user experience towards mobile game design and the transformation of its interface due to translated language. Most of popular mobile games came from China with their local language and writing system. Chinese alphabetic is appropriate for vertical or horizontal orientation, but English and Indonesian alphabetic are not appropriate with vertical orientation. Ragnarok M: Eternal Love with MMORPG’s genre is the game sample model, originally from China server and now this game is translated into several languages such as English and Bahasa Indonesia. Ragnarok M: Eternal Love’s game developer used a unique method with combined icon and text in order to solve layout’s problem that they encounter when converted in to several languages. We conduct the experiment within 2 period of time, based on 25 participants (gamer), all participants tried user interface from a game model sample. The result confirmed that the display of the UI (user interface) used by the developer team of Ragnarok M: Eternal Love, had demonstrated a good solution in developing a user interface for mobile game, when confronted by fixed layout and forced to adapt to various different language, but it still need some adjustment time to fully understand the function of every button.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124476206","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}
引用次数: 1
Using Procedural And Conceptual Colour Stimulation-Game As an Instructional Gizmo For Nigerian Students 程序性和概念性色彩刺激游戏在尼日利亚学生教学中的应用
Journal of Games, Game Art, and Gamification Pub Date : 2018-12-31 DOI: 10.21512/jggag.v3i2.7253
Odewumi Michael Olubunmi
{"title":"Using Procedural And Conceptual Colour Stimulation-Game As an Instructional Gizmo For Nigerian Students","authors":"Odewumi Michael Olubunmi","doi":"10.21512/jggag.v3i2.7253","DOIUrl":"https://doi.org/10.21512/jggag.v3i2.7253","url":null,"abstract":"This research study focused on investigating on the effect of colour stimulation-game on Nigerian Junior secondary school creative arts by adopting quasi-experimental research design with 60  junior secondary schools of  three  co-educational, from Private, Public and Federal Secondary Schools using simple random sampling technique to randomly select The three secondary schools assigned to both experimental and control groups. With the aid of two instruments which were The Colour Stimulation-game and Colour Stimulation-Game Achievement Test (CSGAT), the data was collected.  Frequency counts and percentage distribution, mean,  standard deviation, independent t-test, ANOVA and ANCOVA were used to analyse the data demographic information, the research question and the hypothesis generated respectively. The researcher found out that the students taught with Stimulus perform better after treatment than the student taught with conventional teaching method, students taught with Colour Stimulus game performed better when exposed to treatment than their  students taught with conventional teaching method and female students taught with Colour Stimulus game performed better than their male students.  It was recommended that that creative arts instructors should utilizes, colour stimuli game and reducing conventional method do as to impact the appropriates knowledge for studentsKeywords:  Colour Stimulation-Game, Colour, Game and instruction, Game, Significant in games","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129677896","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}
引用次数: 0
Gamification of Immersive Meditation Practice in Virtual Reality 沉浸式冥想练习在虚拟现实中的游戏化
Journal of Games, Game Art, and Gamification Pub Date : 2018-12-03 DOI: 10.21512/jggag.v3i1.7233
Matthew Moroz, Bianca Calagiu
{"title":"Gamification of Immersive Meditation Practice in Virtual Reality","authors":"Matthew Moroz, Bianca Calagiu","doi":"10.21512/jggag.v3i1.7233","DOIUrl":"https://doi.org/10.21512/jggag.v3i1.7233","url":null,"abstract":"Benefits arising from meditation practice gamification are not overtly obvious. Desires to achieve and progress to higher levels, which are common to gaming, seem diametrically opposed to the ethos underlying traditional meditation practice. We propose, however, that a motivation to gain greater wellbeing and enlightenment via mindfulness meditation practice shares more with the motivation to progress through a game than is initially apparent. We begin by explaining how gamification techniques may be employed in meditation practice with a focus on mitigating the five hindrances to successful practice as described in the Theravada tradition. We then highlight the utility of employing virtual reality as a medium for such simulations. We discuss the potential for beneficial therapeutic applications in patients with mental health disorders and prison populations. We conclude by summarising our position and urging increased attention in this increasingly relevant area of research.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131219346","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}
引用次数: 1
Indonesian History Educational Card Game Gamification of the Process of Learning to Increase Interest in History among Children. 印尼历史教育卡牌游戏将学习过程游戏化,提高儿童对历史的兴趣。
Journal of Games, Game Art, and Gamification Pub Date : 2018-12-03 DOI: 10.21512/jggag.v3i1.7234
C. Fang, V. J. Basiroen, Wildan Ali
{"title":"Indonesian History Educational Card Game Gamification of the Process of Learning to Increase Interest in History among Children.","authors":"C. Fang, V. J. Basiroen, Wildan Ali","doi":"10.21512/jggag.v3i1.7234","DOIUrl":"https://doi.org/10.21512/jggag.v3i1.7234","url":null,"abstract":"To spark interest and curiosity in children to make them research more about the subject. The writers also aims to re-tell history in a more visual manner which is more attractive to children as oppose to currently used text heavy history book and to make history more interesting by using an interactive teaching method by using gamification.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129019733","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}
引用次数: 1
Introducing Gamification Methods To High School Student At Bina Nusantara University Alam Sutera 向比那努沙塔拉大学的高中生介绍游戏化方法
Journal of Games, Game Art, and Gamification Pub Date : 2018-07-01 DOI: 10.21512/jggag.v3i1.7231
Arsa Widitiarsa Utoyo
{"title":"Introducing Gamification Methods To High School Student At Bina Nusantara University Alam Sutera","authors":"Arsa Widitiarsa Utoyo","doi":"10.21512/jggag.v3i1.7231","DOIUrl":"https://doi.org/10.21512/jggag.v3i1.7231","url":null,"abstract":"Exploration studies in this article highlighted approaches that wearable to increase the value of gamification method to examine the impact of the role of facilitator in the idea of the group. Through the activities, the children of high school/high school were invited as respondents. This activity aimed to stimulate creativity to produce a different settlement with the same results. The presentation material and workshops that used materials of paper and stationeries. Finally, this article outlines recommendations for teaching, learning, and apply gamification in decision making. This method is one of the modern methods of teaching and learning. It starts with forming groups, job descriptions, and the active participation of the students and by comparing the characteristics of the method by the way students learn gamification, the positive effects of this method on the educational attainment of students confirmed. Based on the finding of the study the researcher recommended encouraging faculty members to use gamification strategy in teaching, conducting more studies discussing this strategy and its relation to other variables such as critical thinking, conducting more studies on other samples from different study and age levels and from different environments. Keywords: gamification method, student, creativity, university students","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129371909","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}
引用次数: 0
How gaming, artificial intelligence and big data is changing education 游戏、人工智能和大数据如何改变教育
Journal of Games, Game Art, and Gamification Pub Date : 2018-01-18 DOI: 10.21512/jggag.v2i2.7199
Teo Peihan Janine
{"title":"How gaming, artificial intelligence and big data is changing education","authors":"Teo Peihan Janine","doi":"10.21512/jggag.v2i2.7199","DOIUrl":"https://doi.org/10.21512/jggag.v2i2.7199","url":null,"abstract":"With 263 million children and youth out of school, there is a need for a highly scalable way to provide quality education to the underprivileged. Solve Education!(SE!)’s solution is combining an addictive game with the “Learning-by-Doing” Principle. Leveraging artificial intelligence and big data analysis, SE! explores the possibility of combining multi-user online strategy games with casual puzzle games to increase user retention rates, and in the process educating the users effectively over a longer period of time. Game mechanics are used to increase user retention by boosting motivation, while big data analysis allows SE! to understand the users’ in-game behavior and how they learn best. Artificial intelligence helps to deliver the right content to the user at the right time, optimizing the learning process, and enabling in-game adaption to the users’ learning needs ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130972638","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}
引用次数: 0
Social Value in Mobile Game 手机游戏中的社交价值
Journal of Games, Game Art, and Gamification Pub Date : 2018-01-18 DOI: 10.21512/jggag.v2i2.7196
B. Sriherlambang, L. Suhardjono
{"title":"Social Value in Mobile Game","authors":"B. Sriherlambang, L. Suhardjono","doi":"10.21512/jggag.v2i2.7196","DOIUrl":"https://doi.org/10.21512/jggag.v2i2.7196","url":null,"abstract":"As technology improves, more and more aspects of games move closer to the human life and activities, including the way people interact and socialize with each other within their community. Pokemon Go is one of those games that utilize the social aspect of its players. This paper aims to maintain that in the process of playing Pokemon Go, the player greatly involve in a social engaging experience, and it is all possible with the help from the visual aid from the visual communication design. ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115375256","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}
引用次数: 0
The Application of Gestalt and Design Principles on Visual Based Games for Children 格式塔与设计原则在儿童视觉游戏中的应用
Journal of Games, Game Art, and Gamification Pub Date : 2017-10-06 DOI: 10.21512/jggag.v2i1.7219
Noor Udin
{"title":"The Application of Gestalt and Design Principles on Visual Based Games for Children","authors":"Noor Udin","doi":"10.21512/jggag.v2i1.7219","DOIUrl":"https://doi.org/10.21512/jggag.v2i1.7219","url":null,"abstract":"There are various visual games that we know, from puzzle, guess the picture, mix and match, and many more. Kids around the world play visual games because it is fun, imaginative, and stimulate their creativity. This research elaborates how visual games become more interested with the organization of visual elements through design principles and Gestalt theory. It proves that visualbased games are chosen by children and parents to develop their creativity and imagination.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134203962","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}
引用次数: 0
AethelmE, HTML5 Game Engine with Multiple Canvas Elements AethelmE, HTML5游戏引擎与多个画布元素
Journal of Games, Game Art, and Gamification Pub Date : 2017-04-04 DOI: 10.21512/jggag.v1i2.7252
K. Gunawan, R. Bahana
{"title":"AethelmE, HTML5 Game Engine with Multiple Canvas Elements","authors":"K. Gunawan, R. Bahana","doi":"10.21512/jggag.v1i2.7252","DOIUrl":"https://doi.org/10.21512/jggag.v1i2.7252","url":null,"abstract":"Game engine is software which ease the game development. As the processor power technology evolved and the HTML5 (HyperText Markup Language 5) specification are developed, browsers nowadays can natively (without any need for external plug-in) display animations and multimedia files (audio and video) using JavaScript as the programming language. Some of the features which are used in this research are HTML5‘s canvas and audio elements. The problem is that none of the existing free HTML5 game engines is able to support multiple canvas elements. This research will create a game engine, called AethelmE, which support multiple canvas elements as its unique feature. This game engine is also able to support sprite transformation, browsers compatibility, external asset loading, and audio format compatibility. This research successfully resulted in creating an HTML5 game engine which supports multiple canvas elements. It also supports all the scopes, with a small exception on sound format compatibility. Moreover, this research conducted a performance comparison testing of multiple HTML5 game engines, from which can be concluded that multiple canvas elements does not give significant performance gain compared to a single canvas.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130051713","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}
引用次数: 1
Touchless InteractionUsing Magnetometer for Mobile Games 使用磁力计进行手机游戏的非接触式交互
Journal of Games, Game Art, and Gamification Pub Date : 2017-04-04 DOI: 10.21512/jggag.v1i2.7251
Jason Wihardja, R. Kosala
{"title":"Touchless InteractionUsing Magnetometer for Mobile Games","authors":"Jason Wihardja, R. Kosala","doi":"10.21512/jggag.v1i2.7251","DOIUrl":"https://doi.org/10.21512/jggag.v1i2.7251","url":null,"abstract":"This paper proposes an alternative method for conducting touchless interaction. Using a magnetometer sensor, we attempt to map some common gestures into something that can be understood by a magnetometer sensor. To demonstrate the concept, an application and a punching game that utilize this principlewere developed. Using the application, usersareable to perform a common swiping gesture using a magnetometer sensor. When the gamedetects a punch gesture, it will respond accordingly. The application was tested and compared against an existing touchless interaction technology. The test results showed that there are some aspects where the magnetometer solution is better compared to the existing solution. This suggests that touchless interaction using magnetometersmight have a promising future.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124403500","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}
引用次数: 0
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