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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 6 Documents
Search results for , issue "Vol 4, No 1 (2019)" : 6 Documents clear
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.
The Development of Web Based Application for Visual Novel Engine Prototype: Variant Of Text Based Game Varo, Mario Christoper
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

As of the modern age, younger people have accepted products of technological advancements at the expense of literature. As such, both literacy rate amongst the young and the existence of folklore may enter the status of jeopardy. Libraries, for instance, have become relatively obsolete in the face of modern entertainment. However, technological advancement allows the creation of literature in the format of a game that can become engaging. One of such examples is through a visual novel. Visual novel is a variation of text-based games which became mainstream in Japan. However, it became famous recently due to overtopping multiple major gaming industry franchise in the online game market. As such, the author decided to implement this method of literature to solve the problem which currently plagues both folklore and literacy at this moment by implementing modern web frameworks which include Firebase, AngularFire, and Ionic to create a visual novel engine.
LEAPONESIA: GAMIFICATIONS WEB APPLICATION PROTOTYPE FOR INTERNATIONAL STUDENT GUIDELINES TO INDONESIA Valentino, Andre
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

This project has been aimed for helping international students that are inbound to Indonesia. To build a web application that compiles all the possible difficulties that the students might endure and giving a hint of solution or guides to help them throughout, from pre-departure to arrival to settling in moments. The final result of a web application will be produced alongside with an admin functionality to manage the content of the web application.

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