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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 44 Documents
Character Development Creativity in Unit Blocks for Visual Spatial Intellegence Improvement of Children with Special Needs Tobroni, Muhammad Imam
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

Autism is a neurodevelopmental disorder that is present from birth or early childhood. People with autism usually have impaired social interaction, difficulties in verbal and non- verbal communication, and repetitive behaviour. One of the forms of autism treatment is therapy. Vision therapy through toys that require concentration and creativity is able to treat autism as it won’t limit the imagination of children with the disorder. Toys usually have their own patterns and programs that tend to limit children’s creativity, imagination and visual and spatial intelligence. This can lead to children’s stress and lack of confidence. A character design on unit block toys is a form of vision therapy. It develops children’s visual and spatial creativity and intelligence. It also helps children to be independent and helps with their perception. Unit blocks consist of pieces of wooden blocks with different shapes and sizes that can form even bigger shapes, based on children’s imagination and ability to design a space or a building. Children’s visual and spatial intelligence help them visualize and notice shapes, colours, spaces, and designs of the unit blocks accurately, modify their surroundings based upon their perceptions, and recreate the aspects of their visual experiences. Playing Lego blocks will help develop the visual spatial intelligence of children with autism as it stimulates their ability to express ideas and to design a character the way they like. 
Introducing Gamification Methods To High School Student At Bina Nusantara University Alam Sutera Utoyo, Arsa Widitiarsa
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 1 (2018)
Publisher : Binus University

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Abstract

Exploration studies in this article highlighted approaches that wearable to increase the value of gamification method to examine the impact of the role of facilitator in the idea of the group. Through the activities, the children of high school/high school were invited as respondents. This activity aimed to stimulate creativity to produce a different settlement with the same results. The presentation material and workshops that used materials of paper and stationeries. Finally, this article outlines recommendations for teaching, learning, and apply gamification in decision making. This method is one of the modern methods of teaching and learning. It starts with forming groups, job descriptions, and the active participation of the students and by comparing the characteristics of the method by the way students learn gamification, the positive effects of this method on the educational attainment of students confirmed. Based on the finding of the study the researcher recommended encouraging faculty members to use gamification strategy in teaching, conducting more studies discussing this strategy and its relation to other variables such as critical thinking, conducting more studies on other samples from different study and age levels and from different environments. Keywords: gamification method, student, creativity, university students
THE BUSINESS OF CREATING GAMES Utoyo, Arsa Widitiarsa
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

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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. 
The Effect of Gamified Teamwork on Business-related Idea Generation Trusova, Polina
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 1 (2018)
Publisher : Binus University

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Abstract

Innovation providing a competitive advantage to enterprises is based on original ideas usually developed by teams. Therefore, the optimization of idea generation in teams is crucial for the enterprises’ competitiveness and survival. The goal of this experimental study is to test whether idea generation in team can be made more effective in terms of quantity and quality through gamification (the use of game design elements in non-game contexts). Based on conservation of resources theory, in the present study gamification was assumed to generate and regulate task-related resources and therefore to increase the number and originality of generated ideas. 170 students divided in 70 teams were asked to imagine themselves to be a management team of a young innovative enterprise during a crisis meeting and to generate solutions for the described problems. 35 teams were randomly assigned to the gamification condition and another 35 teams to the control condition. The number and originality of ideas were evaluated by two independent condition-blind raters and compared between the conditions. Gamification has a large positive effect on the idea number and a medium-sized positive effect on the idea originality. The findings, implications and limitations are discussed.
Identity and Gender Perspective of Gatotkaca through Transmedia Narrative in Character Design for Game Ardiyan, Ardiyan
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

Indonesian games are still need improvement, this matter is indicated by the quantity and the quality of the product. One of the quality game aspect is character design which has big influence in visual assets development. The contemporary spirit to develop creativity in cultural aspect through many media has opened many possibilities to breakfree from the traditional form in Indonesia, especially wayang, that commonly considered as sacred which has made the audiences lost their interest. This research was made to study the game character design of Ghatotkacha in Boma Naraka Sura PC Game by Anantarupa Studio which is using cultural story of wayang. This game had significant support in crowdfunding. In descriptive interpretive analysis from cultural identity and gender stereotyping perpective through transmedia narrative, Gatotkaca character design has evolved from narrative into visual form that is being marked by eminent artworks. 
The Implementation of Gamification System in Asian Higher Education Teaching Hidayat, Desman
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

Low level of in-class participation can be a problem for lecturers when they teach Asian students. One of the reason is the characteristics of the Asian students, which are quiet and passive. Active learning is needed to solve this problem. Gamification is one of the things that can improve active learning. This study aims to understand how to design gamification system for higher education teaching, the factors contributed to the gamification system in higher education, and the impacts of the gamification system for students with the case study of Bina Nusantara University in Indonesia. The finding shows that there are several things to consider in designing gamification system. Factors in the system, the lecturers, the course, and the students also take important parts in the implementation. When it is done correctly, there will be a lot of positive impacts for the students and the teaching.
Gamification: Blood Donor Apps for IOS Devices Sabani, Alvedi Chandra; Manuaba, Ida Bagus Kerthyayana; Adi, Erwin
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

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Abstract

Humans need blood for their living and there is no substitute for blood. Based on the statistic conducted by Australian Red Cross, 1 in 3 people will need blood donation once in their lifetime. However, only 1.5% of Indonesian people who donate their blood. In order to support this unbalanced blood donation‘s supply and demand. An application named Game4Life was developed and tested. This paper aims to implement Gamification on iOS devices to encourage users donating their blood and helps to end this shortage. This paper focused on developing features that would help blood donors to schedule their donation as well as reward and achievement system to motivate future donors and keep them engaged. The deliverable prototype of this paper is implementable and expandable in real life with corporation of Palang Merah Indonesia and Company Sponsor. Based on the User Acceptance Test result and Palang Merah Indonesia's response, Game4Life has been successfully satisfying its scope and requirements.
Paruman The Khemion Master: Learning Chemistry Periodic table with Trading Card game Mahardhika, Satrya; Santoso, Frans; Alfath, Nashiruddin
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

The purpose of this research is to learn about how IP character can help students remembering their lesson. In this case we apply the research to a subject that majority students having difficulty to learn, it is chemistry. Some students say that chemistry is the hardest subject for them. Some say that the hardest part is to remember codes and elements on chemistry. Even they said it is the most boring subject, and usually they get a bad mark for it. Based on our survey, we find out that most of students having difficulties to study the subject using traditional method. They prefer to learn using graphics, because it is easier to remember the codes. For this case, we create a set of play card that can help students remembering the chemicals codes. Each card has a unique IP Character that resembles chemical element. Writers also add an element, which could make the chemistry lesson easier to understand, that is game. A game rule will be applied on the card game, and it will help student learned chemistry. And to make it more attractive and fun, we also try to put some technology to the game. Using a technology called Augment Reality, we try to engage students more. 
Designing Character for Bandung Tourism Campaign Homan, Devi Kurniawati; Darisman, Aris
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

Bandung is the capital of west java province in Indonesia. It was referred to Paris van Java because of the beauty. Nowadays, since access to the city of Bandung is easier both domestically and international, Bandung become the travel destination. Like other travel destination in Indonesia, Bandung known as shopping and culinary tourism destination. To differentiate Bandung with other destination city in Indonesia, it need a differentiator that will help to characterize the city. A character design that used as a soft tourism campaign is needed. It will become the ambassador to persuade the target market to come and love Bandung as a city tourism destination. First of all, mascot will be a good way to represent and branding the city. The mascot should be developed to represent a culture and positive image of the city and become the pride for its citizens. Object of this study was Cepot from wayang golek Sunda. The Research covers visual aspects, philosophical and ideological. Every character designs are influenced by the culture. Each culture has different visual traditions with different ideological backgrounds. The best approach before make a character design, is to recognize the character design in every culture. How a culture affect the human figure and its visual style and the living creatures. The character culture can be found in its design history, anatomy and story. It become the basis of the new character creation. 
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

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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.