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Journal of Game, Game Art, and Gamification (JGGAG)
ISSN : -     EISSN : 2548480X     DOI : -
Core Subject : Science, Art,
The Journal of Games, Game Art, and Gamification (JGGAG) is a double blind peer-reviewed interdicipinary journal that publishes original papers on all branches of the academic areas and communities.
Arjuna Subject : -
Articles 5 Documents
Search results for , issue " Vol 1, No 1 (2016)" : 5 Documents clear
Evaluation of Physics Frameworks for Building Web-Based Games Yogya, Resa; Kosala, Raymond
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

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Abstract

Recently, WebGL technology shows a lot of potentials for developing games. Since this technology is still relatively new, there are still much potential in the game development area that are not explored yet. This paper explores the development of a game engine made with WebGL technology that integrates some physics frameworks for developing web-based 2D or 3D games. Specifically, we integrated three open source physics frameworks, which are Bullet, Cannon, and JigLib, into a WebGL-based game engine. We assessed these frameworks using some experiments, in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGL-based game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.
Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case Dirgantoro, Bayu; Martinez, Jude
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

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Abstract

Jakarta has 62 well-maintained museums but most are still conventional in the way that they mostly display objects or collections with accompanying written information and interactive media is still very limited.[1] In Indonesia, museum curators and managers need to be more creative in presenting objects and information to increase the number of visitors [2].The difficulty of luring visitors to museums has even became a national issue and problem:[1] the Indonesian government considers it as a matter that needs to be addressed. [3, 4] In 2010, the Association of Museums in Indonesia (AMI) and the Ministry of Tourism and Creative Economy declared it the Year of Visiting the Museum [5] as part of the National Movement to Love Museums, which lasted until 2014 [1]. The strategic efforts from the Ministry of Tourism and Creative Economy were then followed up with the introduction of national programs such as Revitalizing Indonesian Museum [5]. Museums should be a place to enhance the learning experience, sharing knowledge, as well as a place to study and conduct research [5]. Here, the museum is required not only as a means of public learning, but must also be able to support the development of study centers in universities [5]. Therefore, adding interactive media using Augmented Reality to Indonesian museums will increase the interest in learning about the local culture and heritage of Indonesia among the Indonesian population, especially students.
Gamification: Blood Donor Apps for IOS Devices Sabani, Alvedi Chandra; Manuaba, Ida Bagus Kerthyayana; Adi, Erwin
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8509.84 KB)

Abstract

Humans need blood for their living and there is no substitute for blood. Based on the statistic conducted by Australian Red Cross, 1 in 3 people will need blood donation once in their lifetime. However, only 1.5% of Indonesian people who donate their blood. In order to support this unbalanced blood donation‘s supply and demand. An application named Game4Life was developed and tested. This paper aims to implement Gamification on iOS devices to encourage users donating their blood and helps to end this shortage. This paper focused on developing features that would help blood donors to schedule their donation as well as reward and achievement system to motivate future donors and keep them engaged. The deliverable prototype of this paper is implementable and expandable in real life with corporation of Palang Merah Indonesia and Company Sponsor. Based on the User Acceptance Test result and Palang Merah Indonesia's response, Game4Life has been successfully satisfying its scope and requirements.
Evolution of the Video Game Market Ali, Wildan
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

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Abstract

The videogame industry had evolved since its initial appearance, and along with it, so has target market. This study attempts to analyse the trends throughout the years through observation of marketing materials such as printed and video advertisement commercials.
Mata: An Android Eye-Tracking Based User Interface Control Application Heryadi, Yaya; James, Michael
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8509.049 KB)

Abstract

the advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eye-gazing usage as unimodal input for game user interface.  

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