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JGGAG (Journal of Games, Game Art, and Gamification)
ISSN : 2548480X     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 2 (2016)" : 5 Documents clear
Touchless Interaction Using Magnetometer for Mobile Games Wihardja, Jason; Kosala, Raymond
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5135.471 KB)

Abstract

This paper proposes an alternative way for doing touchless interaction. Using a magnetometer sensor, we attempt to map some common gestures into something that can be understood by a magnetometer sensor. To demonstrate the concept, an application and a punching game that utilize this principle were developed. Using the application, users are able to perform a common swiping gesture using magnetometer sensor. When the game detects a punch gesture, it will respond accordingly. The application was tested and compared against an existing touchless interaction technology. The test results showed that there are some aspects where the magnetometer solution is better compared to the existing solution. This suggests that touchless interaction using magnetometer might have a promising future.
Game Prototype for Daily English Practice: An Approach Design by using a Puzzle, Riddle and Adventure Scenario Ali, Chaidir; Thiodorus, Ronald; Manuaba, Ida Bagus Kerthyayana
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5092.269 KB)

Abstract

Abstract— English language is one of many languages which has been used to communicate around the world. In era of global competition, where most people do interaction borderless, language plays an important role as communication tool. However, many people in the countries where English is a second language, where they rarely speak English in daily life, it could cause lack of confidence which is leading them to be left behind in global competition. In forestall this issue, it is important for people to practice English since early stages of education and use it in daily activity. This paper proposes an alternative solution to improve confidence in learning English in fun way. By creating educational game that can be played in daily activity, it is expected could help people, especially young generation, to improve confidence in practicing English.
THE BUSINESS OF CREATING GAMES Utoyo, Arsa Widitiarsa
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (23.394 KB)

Abstract

The use of digital games and gamification has showed potential to improve many aspects of how businesses provide education and communicate with consumers. Nevertheless, there is still a requirement for better considerate of how the adoption of games and gamification would influence the process of decision-making for customer and organizations across different industry. This article provides a structured review of existing literature on the use of games in the business ecosystem, and seeks to consolidate findings to address research questions regarding their perception, proven efficiency, and identifies key areas for future business. The findings highlight that serious games can have positive and effective impacts in multiple areas of business, including education, decision-support, marketing and consumer outreach. They also emphasize the challenges and pitfalls of affecting serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution. 
AethelmE, HTML5 Game Engine with Multiple Canvas Elements Gunawan, Kevin; Bahana, Raymond
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5092.63 KB)

Abstract

Game engine is software which ease the game development. As the processor power technology evolved and the HTML5 specification are developed, browsers nowadays can natively (without any need for external plug-in) display animations and multimedia files (audio and video) using JavaScript as the programming language. Some of the features which are used in this research are HTML5‘s canvas and audio elements. The problem is that none of the existing free HTML5 game engines is able to support multiple canvas elements. This research will create a game engine, called AethelmE, which support multiple canvas elements as its unique feature. This game engine is also able to support sprite transformation, browsers compatibility, external asset loading, and audio format compatibility. This research successfully resulted in creating an HTML5 game engine which supports multiple canvas elements. It also supports all the scopes, with a small exception on sound format compatibility. Moreover, this research conducted a performance comparison testing, from which can be concluded that multiple canvas elements does not give significant performance gain compared to a single canvas.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (23.394 KB)

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. 

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