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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
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

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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.  
Character Design in Games Analysis of Character Design Theory Kuntjara, Hagung; Almanfaluthi, Betha
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

A character plays an important role in game sales on an application store. The first thing people notice when choosing a certain genre of a game on the application store is the character. Character appears in a game visual icon, alongside the name of the game and some stars representing the rating and the number of download. By looking at the game character, people will be able to tell the game genre and type, also the targeted users. Advanced technology might allow a game to develop better but analyzing the game character from its art and design aspect is also needed for it to be successful in the market. This paper will explain character design development and its art and design aspect using constructive method. The analysis can be used for better understanding on how games designers work and come up with the right idea of a game’s characters based on the game’s general idea. 
Building an Extensive Experience in Video Games and Movies, a Transmedia Storytelling Frans, Octavianus; Witabora, Jonata
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

Transforming video games into movies and transforming movies into video games has been a common thing nowadays. With advanced technology, what can be done in a video game can also be done in a movie, and vice versa. Good attention to details is important in a transformation process as the final product has to be as good as the original one, if not better. To be able to do well in transforming an art form to another, it is important to understand the whole process and how it was first done. 
UI/UX Mobile Games Transformation towards Translated Language Kurniawan, Andreas; Aprilia, Hervina Dyah
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

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Abstract

The purposes of this research study is to get data of user experience towards mobile game design and the transformation of its interface due to translated language. Most of popular mobile games came from China with their local language and writing system. Chinese alphabetic is appropriate for vertical or horizontal orientation, but English and Indonesian alphabetic are not appropriate with vertical orientation. Ragnarok M: Eternal Love with MMORPG’s genre is the game sample model, originally from China server and now this game is translated into several languages such as English and Bahasa Indonesia. Ragnarok M: Eternal Love’s game developer used a unique method with combined icon and text in order to solve layout’s problem that they encounter when converted in to several languages. We conduct the experiment within 2 period of time, based on 25 participants (gamer), all participants tried user interface from a game model sample. The result confirmed that the display of the UI (user interface) used by the developer team of Ragnarok M: Eternal Love, had demonstrated a good solution in developing a user interface for mobile game, when confronted by fixed layout and forced to adapt to various different language, but it still need some adjustment time to fully understand the function of every button. Keywords : user interface, user experience, language, ragnarok, game mobile 
Video Games as Tools for Education Utoyo, Arsa Widitiarsa
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

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Abstract

Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users
Game Mechanics: Sniper Simulator Game Larosa, Elbert Christoper; Kharli, Matthew
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

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Abstract

Popularity of game creates opportunity to everyone in developing a game that can be used to address any specific problem in many areas. In BINUS University International, for education purposes, game is not only being used as a tool/media to learn something, but it can also be used to develop student understanding on how the game mechanic of the games works. By understanding the mechanic of the games, hopefully it can help them in developing a game designed that can be used to address problems in their environment.
Sesame Credit: Social Compliance Gamification in China dos Reis, Alessandro Vieira; Press, Livia Topper
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

Sesame Credit is the gamified Chinese social credit. It aims at monitoring and controlling the behavior of more than a billion citizens until 2020. Basing itself on the distribution of rewards and punishments to individuals, upon scoring based on the compliance of the aforementioned citizens towards laws and government interests. The present study probes Sesame Credit from data collected from academic papers, Chinese government official documents, as well as media articles. An interpretative analysis is conducted based on the Octalysis method of gamification and the motivational method known as the Self-Determination Theory. Residing as main conclusions: a) the efficiency of the Sesame Credit depends on extensive and continual monitoring of the population by the Chinese government; b) despite the coercive aspects, such gamification is observed to be as popular in China, due to a millenary tradition of people’s compliance to the social and those of authority obedience.
Mengenal Aksara Bali: Balinese Script Game Education based on Mobile Application Andika, I Gede; Saputra, Daniel Eka; Yanti, Christina Purnama; Indrawan, Gede
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

Balinese Scriptwriting, as one of Balinese cultural richness, is going to extinct because of its decreasing use. Governor of Bali expressed concern about the increasingly diminishing interest of the community, especially among the younger generation using it. This research focused on the development of a Balinese Script game education based on a mobile application called Mengenal Aksara Bali. In this research area, Mengenal Aksara Bali offered a solution as an application that is not only for playing but also provided features for learning Balinese Script glyphs (basic syllables and numbers). Mengenal Aksara Bali was implemented by using Construct (a powerful game creator designed especially for 2D games). Through Black Box testing, its functions in the application were running as expected.
“Mandarin For Newbies” Development Of Mobile Game For Learning Mandarin Language Tjugiarto, Bob Jade; Loeis, Minaldi
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

Creating an application named ?Mandarin for Newbies? aims to bring in more exposure and accessibility towards the importance of learning Mandarin Language, through the use of technology (Android SDK, Unity, Adobe Photoshop). This is proven to be of importance through the interviewee?s responses regarding the importance and usage of Mandarin as a language. Mandarin for Newbies application aims to provide an alternate and easier way of learning Mandarin language through the use of smartphones, providing an accessible way to learn, in comparison, with the standards way of learning. The uniqueness of this application is taking the learning aspect through the usage of space repetition, which is, a learning method that takes advantage of increasing intervals of time in between subsequent review of previously learned material in order of taking advantage of a psychological spacing effect. All the while, combining it with entertainment, that is a game. This allows the user to learn as they play. Several tests, including compatibility and user acceptance tests were performed to evaluate the prototype. Although the prototype has not been able to cover the whole aspect of learning, the test results shows a satisfactory result in terms of accessibility and basic functionality.
Gamification the Learning of Manual Craftmanship Batik Lasem Process through Board Games Dirgantoro, Bayu
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

Lasem is a city on the north coast of Java Island Indonesia. Lasem city is an acculturation between Chinese, Moslem and Javanese culture. Lasem is one of the oldest batik production centers in Java. Batik Lasem need to be preserved because it will extinct due to the lack of the interest from the young generation to preserve the technique or create new motives, as well as continuing manufacturing the Batik Lasem. To increase the awareness and interest of young generation about this culture and products, authors aim to protect this preservation through board games that created for young generation in Indonesia. Authors selected board game as a media to introduce the culture of Lasem because using games as an educational tool provides opportunities for deeper learning (MacKay, 2013). The research started with exploring the heritage culture focusing on batik process and motives, theory of educational games and design theory. The research methodology done through qualitative methods: in-depth interviews, testing board games to the targeted market, literature about games as an educational tool. The objectives of this board game are to create a fun and inspired game for young generation with significant educational value about the culture heritage.  This game can be continuing and expanding with other cities in Indonesia and it is very possible to create series of the fun educational games that can tell the beauty of culture that Indonesia has. After several testing processes and designing the board game, the test results in understanding the batik process through game is far more interesting compared to traditional learning method. The idea of simulating technical process through gamification shows a great potential of alternative teaching methodology.