Rama Dwissa Wiana, Intan Rizky Mutiaz, A. Z. Mansoor
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引用次数: 2

摘要

加拉亚辛是一种随着时代的变迁而逐渐被取代的文化产物。这是由于上一代文化遗产的中断。传统儿童游戏作为文化传统的产物,没有被注册,也没有被社会化给下一代。各种电子媒体的进步也分散了公众的注意力,尤其是儿童,他们倾向于离开那些被认为不实用的传统游戏,因为它们通常需要一个游戏场地。PC游戏是城市社区中最受欢迎的媒体之一,可以作为将传统游戏以数字形式引入的媒介。设计针对6-12岁儿童的PC平台《加拉亚辛》游戏,旨在通过更有趣有趣的媒体,将加拉亚辛作为西爪哇传统游戏重新介绍给大家。有趣和有趣是因为通过玩游戏,玩家不仅获得口头信息,而且游戏还能够显示与原游戏大致相当的模拟,虽然不能取代原游戏的体验。设计/研究的方法论是描述性的,定性的,以解决问题为导向的研究。所采用的方法包括数据搜索,数据处理,游戏设计(前期制作),游戏开发(制作),游戏测试(后期制作),然后从发现中得出结论。在此基础上,开发出了适合社交化或可进一步开发的Galah Asin游戏应用。我们得出的结论是,数字游戏的存在可以作为一种更有趣和有趣的媒体来发布关于传统游戏的信息。因此,即使在可持续发展的时代,关于传统文化的信息也会被保存下来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perancangan Game "Galah Asin" untuk Memperkenalkan Budaya Tradisional Jawa Barat
Galah Asin is a cultural product that is gradually displaced along with the changing time. This is due to the discontinuation of cultural inheritance that made the previous generation. Traditional children’s games as a product of cultural tradition are not registered, nor socialized to the succeeding generation. The advancement of various electronic media also distract the public, especially children, who tend to leave traditional games that are not considered practical, because they often require a game field. PC gaming is one of the popular media among urban community that can be used as a medium for introducing traditional games in a digital form. Designing game of Galah Asin for children 6-12 years on the PC platform aims to reintroduce Galah Asin as West Java traditional game through more interesting and fun media. Interesting and fun because by playing, players are not only obtaining verbal information, but also, but game is also capable of displaying simulation that is roughly equal to the original game, although not replace the experience of playing the original game. The methodology of design / research conducted was descriptive qualitative, research with problem solving orientation. The methods adopted including data searching, data processing, designing games (pre-production), game development (production), testing the game (post-production), and then draw conclusions from the findings. From this research, Galah Asin game application is produced which ready for socialization or can be developed further. We came to the conclusion that the existence of digital games can be used as a more interesting and fun medium of publication of information about traditional games. Thus, information about the traditional culture would be preserved, even in the demands of sustainable era.
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