为印尼年轻一代设计游戏,培养他们对印尼的自豪感

Faikar Izzani, Agung Eko Budiwaspada, Dudy Wiyancoko
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引用次数: 0

摘要

印度尼西亚有潜力成为一个受人尊敬的发达国家,但到目前为止,它仍然存在许多问题。必须恢复印度尼西亚人对自己国家的自豪感,以激励他们为国家作出贡献。将使用的媒体是手机游戏,目标群体是15-21岁的印尼中产阶级青年。研究方法采用观察法、文献研究法和相关方访谈法。将使用的内容是本地或获得的印尼技术和创新。这一点很重要,因为这是一个国家发展的基础。这些内容都是使用捕获学和游戏设计理论开发的。设计游戏的基本要点是2D视觉效果和使用突发游戏玩法。通过有目的的抽样方法对目标人群进行访谈,发现他们期望所消费的商品设计精良,具有显著的价值嵌入。这款游戏将被命名为“Bangun Indonesia!”,它有三个游戏元素,玩家可以探索彼此之间的关系。这三个人是Solusi, Potensi和Masalah。玩家可以直接操纵的元素是Solusi。它将与Potensi或Masalah相互作用,目的是中和Masalah或加强Potensi。游戏操作和用户反应的假设是玩家获得有关印度尼西亚技术和创新的信息,通过玩游戏获得创造性体验,衡量自己知识的能力,以及对印度尼西亚技术和创新在解决国家问题方面的潜力的启示。游戏的发展潜力在于升级理念、带策展方案的玩家更新理念、多人模式理念、强化认知理念、将玩家比作政府官员。这款游戏的营销模式有通用模式、赞助模式和政策模式。有了这些概念,印度尼西亚万岁!这款游戏有望培养玩家的民族自豪感,并激励他们为印尼的发展做出贡献。
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 untuk Menumbuhkan Kebanggaan terhadap Indonesia bagi Generasi Muda Indonesia
Indonesia has the potential to become a respected developed nation, but until now it is still riddled with many problems. The pride of Indonesians to their country must be restored to motivate them to contribute to the nation. The media that will be used is mobile game with targeted segment Indonesian middle-class youth aged 15-21 years old. Research method used are observation, literature study, and interview with related parties. The content that will be used are native or acquired Indonesian technology and innovations. This is important because those are the base of a nation's development. Those contents are developed using captology and game designtheories. Basic brief of the designed game are 2D Visuals and using emergent gameplay. Interview with purposive sampling method to the target segment showed that they expect items consumed to be well designed and have significant values embedded. The game will be titled "Bangun Indonesia!", it has three in-game elements that players can explore its relationship with each others. Those three are Solusi, Potensi, and Masalah. The element that can be manipulated directly by the players is Solusi. It will interact with Potensi or Masalah with the purpose of neutralizing Masalah or strengthtening Potensi. The assumptions of game's operational and user's responses are players acquired information about Indonesian technologies and innovations, creative experience by playing game, ability to measure their knowledge, and enlightenment about the potential of Indonesian technologies and innovations in solving the nation's problems.Development potentials for the game are leveling concept, player-updating concept with curatorship scheme, multiplayer concept, strenghtening it's cognitive concept, and analogizing player with government officials.Marketing models for this game areGeneric, Sponsorship, and Policy models. With all of those concepts, Bangun Indonesia! game is expected to develop its player's national pride, and inspiring them to contribute in developing Indonesia.
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