开发作为校园迎新数字宣传媒体的多媒体冒险游戏

Yeni Nurhasanah, Deddy Stevano H. Tobing, Yuyun Khairunisa
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摘要

当然,学习课程数量的增加与创意媒体州立理工学院校园所拥有的设施和基础设施的支持是相辅相成的。这些设施是为支持学术和非学术活动而建造的。本研究旨在开发首款三维游戏,作为介绍多媒 体校园的数字宣传媒体方向。游戏是一种持续发展的数字媒体,尤其是在2019年Covid大流行期间。与其他数字媒体相比,游戏是多媒体与互动的结合,在吸引用户注意力方面已被证明是成功的。这项研究分为以下几个阶段,即由游戏创意研究组成的初始阶段。研究合适的游戏类型、前期制作、制作(包括编程和建模)以及测试(包括功能测试和对有可能使用该游戏的用户进行测试以进行验证)。根据所获得的数据,正面看法的总值为 70.68%,负面看法的总值为 29.32%。这一比例表明,从用户的角度来看,正在开发的游戏符合用户的期望和目标。这款游戏能够很好地调动用户的积极性,让他们在游戏中获得学习体验,以一种有趣的方式探索校园。关键词:开发、游戏、推广、校园、导向
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Development of Polymedia Adventure Game As a Digital Promotion Media for Campus Orientation
The increasing number of study programs is of course commensurate with the support of the facilities and infrastructure owned by the Creative Media State Polytechnic campus. These facilities were built to support both academic and non-academic activities. This research aims to develop the first 3D game as a digital promotional media orientation on the introduction of the Polimedia campus. Games are a digital medium that continues to develop, especially during the 2019 Covid pandemic. Game is a combination of multimedia and interaction that has proven successful in attracting user attention compared to other digital media. This research was developed with the following stages, namely initialization consisting of game idea research. Research on appropriate game genres, pre-production, production which consist of programming and modeling, and testing including functional testing and testing on users who have the potential to use this game for validation. Based on the data obtained, the overall value of positive perceptions is 70.68%, while negative perceptions weigh 29.32%. This percentage shows that from a user perspective, the game being developed meets user expectations and its objectives. This game is quite capable of motivating users to play and gain a learning experience, exploring campus in a fun way. Keywords: development, game, promotion, campus, orientation
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