Jurnal Desain Komunikasi Visual Nirmana
Vol. 19 No. 2 (2019): JULY 2019

Gamification Design for Waste Problems in Public Space Case Study: Gajah Tunggal Park, Tangerang

Nadia Mahatmi (Program Studi Desain Komunikasi Visual, Universitas Multimedia Nusantara)
RR. Mega Iranti (Program Studi Film dan Televisi, Universitas Multimedia Nusantara)



Article Info

Publish Date
11 Oct 2021

Abstract

Waste is a problem that is always faced in every major city in Indonesia. Tangerang is one of the big cities in Indonesia that also faces problems with garbage. Even though every public space in Tangerang has provided trash bins, the level of community participation in disposing of garbage in its place is still low. To increase community participation, gamification can be used. However, before the gamification is designed, it has to first know the intrinsic motivation of people wanting to dispose of garbage in its proper place so that the gamification design is effective.

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Journal Info

Abbrev

dkv

Publisher

Subject

Arts

Description

Jurnal Desain Komunikasi Visual Nirmana is published biannually, in January and July, by Petra Christian University. Jurnal Desain Komunikasi Visual Nirmana aims to promote a comprehensive approach to visual communication design incorporating viewpoints of different disciplines, strengthen academic ...