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Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game 游戏的过去-商业视频游戏与历史背景:评价伊朗洛特夫阿里汗游戏
Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9874
Mahdi Gheitasi, J. Moreno, S. Hermon, M. Schnabel
Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy
虚拟环境在帮助公众体验文化遗产方面具有巨大潜力,可以补充以博物馆、展览、书籍和视觉内容等有形物品为中心的现有工具和实践。为教育目的而设计的电子游戏越来越受欢迎,已经成为一种引人入胜的学习文化内容的新方法。学习体验的特定目标区分了电子游戏的教育用途。毫无疑问,我们可以从电子游戏中学习,但更困难的问题是,谁,什么,在哪里,为什么,以及我们学习的速度有多快,这些问题都不容易回答。本研究考察了商业电子游戏在历史学习中的作用,并利用战略规划和网络分析模型,通过分析其潜力和局限性,旨在提高其有效性。通过对Lotf Ali Khan游戏的案例研究,本文确定了通过商业视频游戏改善历史教育的策略。在这个案例研究中,它可以用来建立一个概念性框架,以了解历史电子游戏在过去的部署趋势,以及SWOT-ANP分析,以确定历史电子游戏可以帮助学习评估主题的主要方式。本案例研究的数据包括二手资料和文件、实地考察、观察和对15名参与者的半结构化访谈,以及其他案例研究(专家和儿童)。根据结果,当电子游戏充分利用以下机会时,便会出现成功的执行:古董,纪念性和关键元素;希望故事;组合的想象力;借来的真实性;历史起源;和合法性
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引用次数: 1
Educational Game Scenario Model Based On Imperative Game Goal Typology 基于命令式游戏目标类型学的教育游戏场景模型
Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9497
Rickman Roedavan, Y. Siradj, Stella Stefany
Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational games include combining a learning subject with challenging elements and engaging visualization. Most educational games translate the challenge component of the game in the form of multiple choice quizzes, questions, answers, or puzzle solving. This result causes the mechanical structure of educational games less interesting than the mechanics of entertainment games. This paper proposes a scenario development model for educational games derived from the game goal typology commonly found in entertainment games. This model is expected to be a reference for developing educational game scenarios that can enrich the types of mechanics and increase the engagement of an educational game. The proposed model in the research has been tested on two educational games, both of which received high attractiveness scores of 1.632 and 1.542 respectively on the User Experience Question (UEQ) scale.
教育游戏是应用基于游戏的学习概念而产生的数字产品。形成教育类游戏的主要因素包括将学习主题与具有挑战性的元素和引人入胜的可视化相结合。大多数教育类游戏将挑战元素转化为多项选择测验、问题、答案或解谜。这一结果导致教育游戏的机制结构不如娱乐游戏的机制有趣。本文从娱乐游戏中常见的游戏目标类型学出发,提出了教育游戏的场景开发模型。该模型有望成为开发教育类游戏场景的参考,丰富机制类型,提高教育类游戏的粘性。本研究提出的模型在两款教育类游戏上进行了测试,这两款游戏在用户体验问题(UEQ)量表上分别获得了1.632和1.542的高分。
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引用次数: 0
Gamification Using Visual Novel to Improve Chemistry Learning Motivation 使用视觉小说的游戏化提高化学学习动机
Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9411
Louis Khrisna Putera Suryapranata, Felix Intan Bahagia, Irene A. Lazarusli
Learning chemistry at the beginning of senior high school is difficult because there is too much information that should be remembered, especially the periodic table. To reduce the difficulty of students’ learning processes, gamification could be helpful. In this study, gamification applications in the form of a visual novel have been developed and focused on the periodic table material for 1st-year senior high school students. The motivation improvement had been measured using the IMMS (Instructional Materials Motivation Survey) questionnaire in the pre-test and post-test sections. Respondents filled out the pre-test at the beginning of the experiment, followed by a visual novel playing session for one week. After the playing session ended, the respondent filled out the post-test. The motivation score from the pre-test and the post-test result had been compared using a paired T-test to see whether there was an improvement in learning motivation. It could be concluded that improvement in learning motivation happened due to the usage of visual novels, with an overall motivation score improvement of around 18.61%. In the future, this study will be continued by applying user personalization according to learning style preferences.
高中刚开始学化学比较难,因为要记住的信息太多了,尤其是元素周期表。为了降低学生学习过程的难度,游戏化可能会有所帮助。在这项研究中,以视觉小说的形式开发了游戏化应用程序,并专注于一年级高中学生的元素周期表材料。使用IMMS(教学材料动机调查)问卷在测试前和测试后部分测量动机的改善。被调查者在实验开始时填写了预测试,随后是一周的视觉小说游戏。游戏结束后,被调查者填写了后测问卷。使用配对t检验比较前测和后测的动机得分,看看学习动机是否有改善。可以得出结论,视觉小说的使用提高了学习动机,总体动机得分提高了18.61%左右。在未来的研究中,我们将根据学习风格的偏好,采用用户个性化的方法。
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引用次数: 0
Valkyria Chronicles Game and the “Cute” Memory of War 瓦尔基里亚编年史游戏和“可爱的”战争记忆
Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9744
Iskandar Zulkarnain, Otniel Joviand Christiandrew
In this article we analyzed digital games as a mode of memory production and preservation especially in the genre of World War II games. Using a Japanese-produced PS3 game, Valkyria Chronicles (2008), we demonstrated the ideological aspects of this type of games in (re)shaping the memory of the World War II through what we called “allegorithmic memory” process. Borrowing from Alexander R. Galloway’s conception of “allegorithm,” we argued that the combination of narrative allegory and gameplay algorithm in Valkyria Chronicles has produced a “cute” perspective on the memory of World War II that is closely tied to the historical role of Japan during the War. Set in an alternate 1930s Europe, the game combined the collective memory of Holocaust with an atypical representation of World War II in its allegorithmic structure. We argued that this combination has produced a double screen memory that attempted to invite a shared affection in dealing with Japanese traumatic memory of World War II. In conclusion, our article demonstrated the capacity of digital games as a culturally-specific site of memory production and preservation offering a complex combination of recycled and new perspective of World War II.
在本文中,我们分析了数字游戏作为一种记忆生成和保存模式,特别是在二战题材的游戏中。以日本制作的PS3游戏《女武神编年史》(2008)为例,我们展示了这类游戏的意识形态方面,即通过我们所谓的“算法记忆”过程重新塑造第二次世界大战的记忆。借用Alexander R. Galloway的“算法”概念,我们认为《Valkyria Chronicles》将叙事寓言和玩法算法结合在一起,创造了关于第二次世界大战记忆的“可爱”视角,这与战争期间日本的历史角色密切相关。这款游戏以20世纪30年代的欧洲为背景,结合了大屠杀的集体记忆和非典型的第二次世界大战的算法结构。我们认为,这种结合产生了一种双屏幕记忆,试图在处理日本二战创伤记忆时唤起一种共同的情感。总而言之,我们的文章展示了数字游戏作为一种特定文化的记忆生产和保存场所的能力,提供了对二战的循环和新视角的复杂结合。
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引用次数: 0
Lego-based Game as a Way to Improve Student’s Physics Education 乐高游戏在学生物理教学中的应用
Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9094
Emannuel Saptaputra, B. Dirgantoro, Sebastian Andrew
During the pandemic, most students are having difficulties interacting with one another. Despite being under quarantine for more than two years due to the global pandemic, remote learning has not been an efficient way to continue education. Most of them are struggling with specific subjects during online classes. Furthermore, students have trouble in all their classes, and Physics is the most difficult subject, according to news reports and statistics on education. The results of all the studies and interviews with the qualitative respondents indicate that educational games might improve students' academic performance. As a result, puzzle-game physics was developed to help students.
在大流行期间,大多数学生在相互交流方面存在困难。因新冠肺炎疫情被隔离了2年多,但远程教育并不是有效的继续教育方式。他们中的大多数人在网络课程中都在努力学习特定的科目。此外,根据新闻报道和教育统计,学生们在所有的课程中都有困难,物理是最难的科目。所有的研究和访谈结果都表明,教育游戏可以提高学生的学习成绩。因此,益智物理游戏被开发出来帮助学生。
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引用次数: 0
Archetype and Individuation Process in Alan Wake (2010) Video Game 《心灵杀手》(2010)电子游戏的原型和个性化过程
Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.8857
Andry Garcia
This research purpose aims to demonstrate the individuation process of Alan Wake through the archetypes by finishing the last page of “Departure” manuscript. The research uses interpretative qualitative method in extending the findings. Using interpretation analysis can depict phenomenon of video game from the act, figures, sources (game items; weapons, flashlight, manuscript, etc.), situation, by applying Carl Gustav Jung’s psychoanalytic theory of archetype and individuation process in the video game. In the video game story, Alan Wake is a writer who had had a writer’s block for 2 years and experiences a nightmare. The nightmare happens when Alice Wake has lost at the Cauldron Lake. To find Alice, Alan follow the journey from his nightmare, suddenly discovers something powerful to create and change things influenced by two mythical figures, namely Thomas Zane and Barbara Jagger. Both figures come into Alan’s nightmare following the unwritten manuscript “Departure” plot story, whose Alan is guided to contain several figures to overcome darkness figures and integrate light and darkness to be actualized. The findings show that archetype depictions are associated by mythological images reflected from the collective unconscious in Alan Wake. The forms such as Barbara Jagger, Thomas Zane, Taken, Alan as The Hero, and the Bird Leg cabin are the projected images that Alan created in his dream. Alan starts his nightmare journey, experiences all the archetypes contributed, and realizes how to end the “Departure” manuscript as Alan’s individuation process. In conclusion, Alan Wake's unconscious journey by ending at the point of self-realization and writing the "Departure" script is considered as an individuation process.
本研究的目的是通过完成《启程》手稿的最后一页,通过原型来展示《心灵杀手》的个性化过程。本研究采用解释性质的方法来扩展研究结果。运用解释分析可以从行为、人物、来源(游戏道具)等方面描述电子游戏现象;武器,手电筒,手稿等),情境,通过应用卡尔·古斯塔夫·荣格的原型和个性化过程的精神分析理论在电子游戏。在电子游戏故事中,《心灵杀手》是一个作家,他有两年的写作障碍,经历了一场噩梦。噩梦发生在爱丽丝·威克在大锅湖输掉比赛的时候。为了找到爱丽丝,艾伦从他的噩梦中走出来,突然发现了一些强大的东西,可以创造和改变两个神话人物,即托马斯·赞恩和芭芭拉·贾格尔。这两个人物都是在不成文的手稿“离开”的情节故事之后进入艾伦的噩梦,在这个故事中,艾伦被引导着包含几个人物来克服黑暗人物,将光明与黑暗结合起来实现。研究结果表明,原型描述与《心灵杀手》中反映的集体无意识的神话形象有关。芭芭拉·贾格尔、托马斯·赞恩、飓风营救、英雄艾伦、鸟腿小屋等形象都是艾伦在梦中创造的投影形象。艾伦开始了他的噩梦之旅,经历了所有贡献的原型,并意识到如何结束“离开”手稿作为艾伦的个性化过程。综上所述,《心灵杀手》以自我实现为终点,书写“离开”剧本的无意识之旅被认为是一个个性化的过程。
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引用次数: 1
Adaptation of Historical Figures into Mobile Game Characters (Case Study: Hijikata Toshizo from Fate/Grand Order) 将历史人物改编成手游角色(以《Fate/Grand Order》中的Hijikata Toshizo为例)
Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.9113
Iqbal Baihaqi, Hafiz Aziz Ahmad, Dana Waskita
Movies and animations widely liked usually have good character designs. The audience often encounters elevating historical figures as one of the characters in the designed media, so it is necessary to understand what things need to be present when visualizing these characters. Hijikata Toshizo in history is a famous samurai in Japan and is a historical figure and often appointed in entertainment media such as animation, games, and comics, so Hijikata Toshizo is very popular among lovers of Japanese culture and history. The visual changes from the Hijikata Toshizo character in Japanese history to the Hijikata Toshizo character in Fate/Grand Order are analyzed so that it can be an additional reference for designers when designing characters based on historical figures. After the related data was collected, the data was later analyzed with the Manga-matrix method introduced by Hiroyoshi Tsukamoto to analyze the character design's shape, costume, and personality. According to the results of the analysis, there are similarities and variances in the character of the Hijikata Toshizo game and its historical counterpart. Each element was brought about through the use of historical evidence and the designer's creativity.
广受欢迎的电影和动画通常都有好的角色设计。在设计的媒体中,观众经常会遇到高高在上的历史人物作为角色之一,所以在对这些角色进行视觉化时,有必要了解需要呈现哪些东西。历史上的Hijikata Toshizo是日本著名的武士,是一个历史人物,经常被任命在动画、游戏、漫画等娱乐媒体中,所以Hijikata Toshizo在日本文化和历史爱好者中非常受欢迎。分析从日本历史上的Hijikata Toshizo角色到《Fate/Grand Order》中的Hijikata Toshizo角色的视觉变化,为设计师根据历史人物设计角色提供额外的参考。在收集了相关数据后,利用冢本博志介绍的Manga-matrix方法对数据进行分析,分析角色设计的外形、服装和个性。根据分析结果,Hijikata Toshizo游戏的特征与历史上的同类游戏既有相似之处,也有不同之处。每个元素都是通过使用历史证据和设计师的创造力来实现的。
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引用次数: 1
User Interface Usability of Mamat Adventure Mamat Adventure的用户界面可用性
Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.9133
Apong Suryani, A. Z. Mansoor
A game is a form of entertainment determined by a rule and conflict resolution by the player. A good game can display attractive visuals, make the player get engaged, and feel the needed pleasure. Visual is a medium that only concerns the sense of sight while the other senses like the sense of hearing (sound) cannot be included in the visual use Visual in a game is a part of the user interfaces. The user interface is a medium between a system and the user. The Ministry of Education and Culture of the Republic of Indonesia has released various free website-based edugames that can be accessed and played by Indonesia especially elementary school students. Mamat Adventure is one of the edugames provided by the Indonesian Ministry of Education and Culture. This theoretical exploration has begun with a discussion about the visual appearance related to the user interface in the edugame of Mamat Adventure. This analysis uses the Heuristic Evaluation method initiated by Jakob Nielsen and Rolf Molich to measure the effectiveness of the user interface in the game Mamat Adventure
游戏是一种由规则和玩家解决冲突所决定的娱乐形式。一款优秀的游戏能够呈现出吸引人的视觉效果,让玩家沉浸其中并感受到所需的乐趣。视觉是一种只涉及视觉的媒介,而其他感官如听觉(声音)则不能包含在视觉中。游戏中的视觉是用户界面的一部分。用户界面是系统和用户之间的媒介。印度尼西亚共和国的教育和文化部发布了各种免费的基于网站的教育游戏,供印度尼西亚特别是小学生访问和玩。Mamat Adventure是印尼教育和文化部提供的教育游戏之一。这一理论探索始于对《Mamat Adventure》教育游戏中与用户界面相关的视觉外观的讨论。该分析使用Jakob Nielsen和Rolf Molich提出的启发式评估方法来衡量游戏《Mamat Adventure》用户界面的有效性
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引用次数: 0
A mapping of the kinds of work activities and other productive uses inspired by play or games 一种由玩耍或游戏所激发的工作活动和其他生产用途的映射
Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.8883
Stéphane Goria
This paper is about a theoretical study consisting in listing and positioning different kinds of serious uses derived or inspired by play or games. Indeed, since the beginning of the 2000s, the number of these forms has increased exponentially and it is becoming very complicated to find one's way through. In our opinion, there is currently a problem of distinction between the various serious forms derived or inspired by the practice of a playing activity and the design of a game structure. In this article, we try to bring a beginning of answer to this problem. To do this, we began by exploring the scientific literature dealing with these different forms. We started with the reference works that we reconsidered from this large variety of forms. Subsequently, we explored possible categorizations based on a limited number of variables. We were then able to draw two diagrams: one to represent graphically the categories identified according to the chosen variables, and another to present 6 combinable design process that can be followed to create any of these serious game or play categories.
本文是一项理论研究,包括列举和定位由玩耍或游戏衍生或启发的各种严肃用途。事实上,自21世纪初以来,这些形式的数量呈指数级增长,寻找出路变得非常复杂。在我们看来,目前存在着区分由游戏活动实践和游戏结构设计所衍生或启发的各种严肃形式的问题。在本文中,我们试图为这个问题提供一个初步的答案。为了做到这一点,我们开始探索有关这些不同形式的科学文献。我们从参考作品开始,我们从各种各样的形式中重新考虑。随后,我们探索了基于有限数量变量的可能分类。然后我们便能够绘制出两张图表:一张是基于所选择的变量而呈现出的类别,另一张是基于创造任何严肃游戏或玩法类别所遵循的6个组合设计过程。
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引用次数: 1
Research on the Application of Pixel Art in Game Character Design 像素美术在游戏角色设计中的应用研究
Pub Date : 2022-07-31 DOI: 10.21512/jggag.v7i1.8565
Tubagus Zufri, Dodi Hilman, Octavianus Frans
This paper analyzes the development, basic design foundations, and design principles of character designs that are often found in today's games. This discussion relates to the ability of pixel styles to survive even though the design styles of the current digital art era are developing with diverse thoughts. Pixels are the basic elements of design that are capable of producing attractive design work. Looking at the current development of pixel styles, in the midst of the proliferation of 3D-based visual works, we can find that pixel styles still have an irreplaceable influence. Pixel-based designs are still being put into practice and applied in the form of games by more designers and artists
本文分析了当今游戏中常见的角色设计的发展、基本设计基础和设计原则。这一讨论涉及到像素风格的生存能力,即使在当前数字艺术时代的设计风格以不同的思想发展。像素是设计的基本元素,能够产生有吸引力的设计作品。纵观像素风格的发展现状,在3d视觉作品泛滥的当下,我们可以发现像素风格仍然有着不可替代的影响力。基于像素的设计仍然被更多的设计师和美工以游戏的形式付诸实践和应用
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引用次数: 0
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Journal of Games, Game Art, and Gamification
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