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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 44 Documents
The Design and Development of Backend System for a Game Application Tandey, Louis Joshua
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 1 (2018)
Publisher : Binus University

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Abstract

This paper is discussed a technical report regarding the backend system and the web application to manage the game and the API that the game client of Dishcover Indonesia will frequently request to a web application is one of the many ways that can be used to manage content that is saved on the backend for a system. An API is also a method. The author, part of a team development for a game, will attempt to provide a solution so that to easily maintain the content of the game and a method for the client to access with them.
How gaming, artificial intelligence and big data is changing education Janine, Teo Peihan
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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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 
Design of Gradual Contemporary Wayang Visual Character Indonesia For Sticker Chatting And Game Applications Darmawan, James; Harnoko, Irwan
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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Abstract

UNESCO international recognition in 2003 stated that wayang is one of Indonesia's cultural heritage, but the sense of belonging for wayang is still low among the nation's next generation of Indonesia. So at this time, both the government and the educators, still working to improve the regeneration of wayang knowledge and recognition for the young nation and the world, including through game application. In this study, the researchers created a contemporary virtual character of wayang, and will be inserted as a character sticker chatting and game application. This wayang virtual characters can be used as tools for reintroduction to young people around the world. This method will be conducted by researchers include depictions classification of facial expressions of emotion, collaborate with simplified visual approach, to obtain the corresponding visual characteristics of the wayang virtual characters. Researchers also used visual basic character as a prototype for contemporary form deformation, so it can be applied to the target games application and communication functions.
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.
Social Value in Mobile Game Sriherlambang, Budi; Suhardjono, Liliek Adelina
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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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. 
Gamification of Immersive Meditation Practice in Virtual Reality Moroz, Matthew John; Calagiu, Bianca
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 1 (2018)
Publisher : Binus University

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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.
Revitalizing Face-to-Face Local Gaming Experience through Mobile Mini Games Juan, Yediya; Geumpana, Teuku Aulia; Martinez, Jude Lamug
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

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Abstract

With the increase of mobile device usage around the globe, face-to-face communication has degraded and complete prohibition is not realistic. The degradation is not to be prevented as it happens as a side effect of technology. However, balancing usage of mobile device and quality of face-to-face communication is possible. Thus, by approaching users through developing a party genre mobile game, which is not famous as a mobile game at the time, with local multiplayer focus and introducing the given game to users, it is expected that face-to-face communication can be encouraged, thus resulting in mobile party game to become a media for the encouragement. Sample mini game that is a part of party game is developed with the help of Unity game engine as a testing object in which user response is collected.As application testing take place, and target user response is collected, face-to-face encouragement is proven and user response is positive towards the game. Sample game testing has effectively re-introduced the existence of nowadays rare party game in mobile platform along with encouraging face-to-face communication, shown by the enthusiasm and enjoyment that audience testers have experienced.In the end, with mobile party game can help by being a media to encourage face-to-face communication and prevent degradation of such communication, future developments of a complete party game in mobile platform is highly encouraged as overall face-to-face communication quality enhancement may be required in the future in order to mitigate degradation. 
Dishcover Indonesia: Android Cooking Game on Indonesian Cuisine Widjaja, Jeremy Jodi
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

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Abstract

The video game industry can be said to be one of the more modern undying industries that are ever growing and evolving. In Indonesia, there are several game development companies, however, there is currently no game that utilizes Indonesian cuisine as the main theme. It is also noted that there have been no recent cooking games that are unique nor a sequel. Currently, there is a gap in which consumers are not playing cooking games although they enjoy them. As a result, the author attempts to develop a game that can reach users’ expectations for a modern Android cooking game. Users were tested in two phases. Before the development, users were asked to rate their expectations of a cooking game and the current competition. After the development of the game, users were given the beta to test and rate their evaluation of the application. Based on the results of the two surveys, the game has achieved the results desired in the beginning of the project development.
Girls and Assassin’s Creed Bailey, Veronique
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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Abstract

Assassins Creed is one of the top selling video game franchises], as such it has a marked impact on the worldwide culture of gaming. As interaction designers we have to evaluate the impact that video games have on their users. One way that we can do that is by taking a more feminist approach; feminism naturally goes hand in hand with interaction design as it refers to fulfillment, identity, equity, empowerment and social justice. In this paper I evaluate the user satisfaction of female users as they play Assassin’s Creed (An Action Adventure game) in terms of evaluating their levels of fulfillment, identity, equity and empowerment. 
Early Childhood Cognitive Development Through Games Educational Tool Sutoyo, Suprayitno
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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Abstract

Games Educational Tool are all things that can be used as a medium to play that have educational value, one of the benefits is that it helps the growth of all aspects of physical and cognitive abilities. This study will explain how the media has a very important role in stimulating the growth of a child's brain. Using descriptive qualitative method to determine the cognitive educational element in the game. The results of this study to prove that media educational games have a major role in the cognitive abilities of children floating.