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Board Game Design for Conservation Organization 保护组织的桌面游戏设计
Pub Date : 2022-06-30 DOI: 10.21512/jggag.v7i1.8006
Ardiawan Bagus Harisa, Zahrotul Umami, Filmada Ocky Saputra
A Javan hawk-eagle conservation organization, Yayasan Konservasi Elang Indonesia, is struggling with its marketing & publication activities. The organization then uses a board game to help their conservation works. There are educational and conservative purposes embedded in the game design to be a formal framework to overcome the challenge. Using a board game as a conservation tool engages the players and deepens their understanding of the topic, Javan hawk-eagle. The process we use to develop the framework includes mapping the learning objectives to the game component and actions, board game design steps, and implementation and production of the board game. We then compare the cognitive aspect of the educational goal in a pre-test and post-test of the learners.
爪哇鹰保护组织Yayasan Konservasi Elang Indonesia正在为其营销和出版活动而苦苦挣扎。然后,该组织使用棋盘游戏来帮助他们的保护工作。游戏设计中包含教育和保守的目的,即成为克服挑战的正式框架。使用棋盘游戏作为保护工具吸引玩家并加深他们对主题的理解,爪哇鹰。我们用于开发框架的过程包括将学习目标映射到游戏组件和动作,桌游设计步骤,以及桌游的执行和制作。然后,我们比较了学习者在前测和后测中对教育目标的认知方面。
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引用次数: 0
Gamification Impact on Human Aspects of the Organization 游戏化对组织人员方面的影响
Pub Date : 2022-06-30 DOI: 10.21512/jggag.v7i1.7926
Meghashree Uppalike
The term gamification is becoming more critical in virtual games and academia, and the economy. Gamification is described as the use of game elements in non-gaming areas such as companies. The purpose of this study is to find out how much gamification can be used in HR. The paper is divided into three parts. First, let's take a closer look at the concept of HR gamification, followed by a theoretical explanation. Later, the document describes the methodology, results, and conclusions used in the study.   
在虚拟游戏、学术界和经济领域,“游戏化”一词正变得越来越重要。游戏化被描述为在公司等非游戏领域使用游戏元素。本研究的目的是找出游戏化在人力资源中可以使用多少。本文共分为三个部分。首先,让我们仔细看看人力资源游戏化的概念,然后进行理论解释。随后,该文件描述了研究中使用的方法、结果和结论。
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引用次数: 1
Gyroscope Implementation in Arcade Shooter Game “Full Metal Parabellum” 街机射击游戏《Full Metal Parabellum》陀螺仪的实现
Pub Date : 2022-01-01 DOI: 10.21512/jggag.v6i2.7745
Darius Andana Haris, Jeanny Pragantha, Carmello Fabrian Husen
“Full Metal Parabellum” is a three-dimensional rail shooter game for smartphone with an Android Operating System. This game was created using Unity 3D game engine for Android platform. In this game, player will have to defeat all enemies in every stages. Player can move the in-game camera and aim by moving the smartphone around. This game is tested by black box testing, alpha testing, and beta testing with a survey distributed to 30 respondents. The survey shows that Full Metal Parabellum is a fun game that easy to play, and the gyroscope feature that was implemented in this game is working as planned.
《Full Metal Parabellum》是一款基于Android操作系统的智能手机三维轨道射击游戏。这款游戏是在Android平台上使用Unity 3D游戏引擎制作的。在这款游戏中,玩家必须在每个阶段击败所有敌人。玩家可以通过移动智能手机来移动游戏中的摄像头和瞄准目标。这款游戏通过黑盒测试、alpha测试和beta测试进行测试,调查对象为30人。调查显示,《Full Metal Parabellum》是一款有趣且易于上手的游戏,游戏中所执行的陀螺仪功能也正按计划运行。
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引用次数: 0
Appreciative Learning for Immersive Reward System in Education Game Development 教育游戏开发中沉浸式奖励系统的欣赏学习
Pub Date : 2021-12-31 DOI: 10.21512/jggag.v6i2.7398
Hanny Haryanto, Ardiawan Bagus Harisa, I. Gamayanto
Game replayability is very important in serious game to maximize the understanding for the learning content. The replayability is the result from the gameplay experience. Games have the advantage of providing a fun experience, and immersion is a vital element in game design to produce the experience. However, the design of immersion in games is often not well conceptualized so that it does not produce the expected experience. This study uses Appreciative Learning based reward system, which focuses on positive things such as peak achievements, opportunities, exploration of potential and optimism for the future. The reward activity consists of four stages, namely Discovery, Dream, Design and Destiny. Reward personalization is done by regulating reward behavior using artificial intelligence which runs in all four stages. Appreciative Learning will be used to design immersive experiences consisting of sensory, imaginary and challenge-based immersion, which are the three main elements of immersive games. Intelligent agent behavior is modeled using the Finite State Machine. This study produces an immersive reward design that is applied to the concept of Appreciative Learning in designing a serious game.
在严肃游戏中,游戏重玩性对于最大程度地理解学习内容非常重要。重玩性是游戏体验的结果。游戏具有提供有趣体验的优势,而沉浸感是游戏设计中产生这种体验的重要元素。然而,游戏沉浸感的设计往往没有很好地概念化,所以它无法产生预期的体验。本研究采用基于欣赏学习的奖励制度,侧重于积极的事情,如达到顶峰,机会,探索潜力和对未来的乐观态度。奖励活动分为发现、梦想、设计和命运四个阶段。奖励个性化是通过使用人工智能调节奖励行为来实现的,这在所有四个阶段都运行。欣赏式学习将用于设计沉浸式体验,包括感官、想象和基于挑战的沉浸感,这是沉浸式游戏的三个主要元素。智能代理的行为是用有限状态机建模的。本研究提出了一种沉浸式奖励设计,并将其应用于严肃游戏的欣赏学习概念。
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引用次数: 1
Adoption of Multiplayer Online Battle Arena to Introduce Wayang Character 采用多人在线对战竞技场引入大姐角色
Pub Date : 2021-12-31 DOI: 10.21512/jggag.v6i2.7922
Andre Andre
Wayang is considered a cultural heritage that has been passed down from generation to generation in Indonesia. However, the younger generation known as digital natives shows a lack of motivation and interest in Wayang. Therefore, it became an important matter to introduce traditional Wayang to younger audiences in engaging formats. This paper proposes an adaptation of the multiplayer online battle arena or known as MOBA. This type of multiplayer game for the mobile market is gaining high popularity among the young generation because it embraces quick-paced, strategic, and intense battle scenes. We called our game "Wayang Tarung" or "Wayang Battle" in English. Furthermore, the game has several features supporting the narrative of wayang characters, such as simple digital motion comics and character briefing between loading screens. A mechanic-dynamic-aesthetic framework (MDA) is used as a guideline to assure the game has engaging gameplay. Since the game runs asymmetrically, the starting condition for both players must be considered. Therefore, we also apply a game balancing strategy to ensure that each Wayang character has weak and strong points. In addition, we were adapting artificial intelligence from the Clash Royale game to dictate autonomous character behavior. The implementation of the Wayang Tarung game has been evaluated using a heuristic testing method adapted from the norman Nielsen heuristic usability. We also conducted a direct observation in a controlled-lab condition and gathered the data using a pre-post test that evaluated player knowledge of Wayang's character. Based on the excellent mark pre-post test result, we believe that adopting the multiplayer game platform in introducing wayang characters to the young generation has enriched prominent to explore further.
Wayang被认为是印尼代代相传的文化遗产。然而,被称为“数字原住民”的年轻一代对大阳缺乏动力和兴趣。因此,以吸引人的形式向年轻观众介绍传统的大阳成为一件重要的事情。本文提出了一种多人在线战斗竞技场的改编,或称为MOBA。这类面向手机市场的多人游戏在年轻一代中越来越受欢迎,因为它包含了快节奏、战略性和激烈的战斗场景。我们把我们的游戏称为“Wayang Tarung”或“Wayang Battle”。此外,游戏还有一些支持wayang角色叙事的功能,比如简单的数字动画和加载屏幕之间的角色简报。机制-动态-美学框架(MDA)是确保游戏具有吸引人的玩法的指导原则。由于游戏是不对称的,所以必须考虑双方玩家的起始条件。因此,我们也采用了游戏平衡策略,以确保每个Wayang角色都有优缺点。此外,我们还将《皇室战争》中的人工智能应用于自主角色行为。Wayang Tarung游戏的实现使用了一种启发式测试方法进行评估,该方法改编自诺曼尼尔森启发式可用性。我们还在受控的实验室条件下进行了直接观察,并使用评估玩家对Wayang角色的了解的前后测试收集数据。基于优异的成绩前后测试结果,我们认为采用多人游戏平台向年轻一代介绍wayang角色丰富了突出的进一步探索。
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引用次数: 3
What is the Gaming Lifestyle? 什么是游戏生活方式?
Pub Date : 2021-12-31 DOI: 10.21512/jggag.v6i2.7891
Matheus José Machado Dutra
This research explored the topic of lifestyle in the ambit of gaming. A total of 711 valid respondents from 67 countries took part in a questionnaire designed to gather information about the Gaming Lifestyle (GLS). The objective was to identify what game-related practices, habits, attitudes, and beliefs characterized this way of living. The exploratory factor analysis was employed to uncover underlying factors that could answer this question. Results pointed that Six Factors influence the GLS: competition, media, microtransactions, marketing and communication, socialization, and enjoyment. This paper contributes to the field of game studies by deepening our understanding of how gamers are impacted by in-game and out-game daily experiences.
这项研究探讨了游戏领域的生活方式主题。共有来自67个国家的711名有效受访者参与了一份旨在收集游戏生活方式(GLS)信息的问卷调查。我们的目标是确定与游戏相关的实践、习惯、态度和信仰是这种生活方式的特征。探索性因子分析是用来揭示潜在的因素,可以回答这个问题。结果表明,影响GLS的6个因素是:竞争、媒体、微交易、营销与传播、社会化和享受。本文通过深化我们对玩家如何受到游戏内和游戏外日常体验影响的理解,对游戏研究领域做出了贡献。
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引用次数: 0
The "Awal Mula Peh Cun di Tangerang": An Animated Film about Acculturation of Chinese Culture Fort in Tangerang “Awal Mula Peh Cun di Tangerang”:一部关于中国文化在Tangerang的文化适应的动画电影
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v6i1.7503
D. Aryani, Krisanti Fransissca Ribenty Setiawan, I. N. Natanael
The Peh Cun tradition is an Indonesian tradition that is acculturated with Chinese culture. The celebration of the Peh Cun tradition in Tangerang City is one of the oldest Peh Cun celebrations in Indonesia. In the celebration of Peh Cun there are many activities carried out such as: prayer, dragon boat race, eating Bacang, and also the people's market. The purpose of this design is to participate in preserving and introducing the Peh Cun tradition of the Chinese Benteng community in Tangerang to the Indonesian people with an age range of 7-20 years through the medium of short animated films. The benefits of this design are expected to increase public knowledge about one of the acculturation cultures that exist in Indonesia so that this culture remains sustainable. The design of the short animated film is carried out in a two-dimensional style suitable for cartoon type films so that it can be enjoyed by various ages, and the distribution of this short film is carried out through social media such as Instagram and Youtube as an educational function. 
白村传统是印度尼西亚的传统,与中国文化相适应。在Tangerang市举行的白村传统庆祝活动是印度尼西亚最古老的白村庆祝活动之一。在白村的庆祝活动中,有许多活动,如:祈祷,赛龙舟,吃巴仓,还有人民市场。本次设计的目的是通过动画短片的形式,参与保存和向印尼7-20岁的人群介绍坦格朗华人班登社区的白村传统。这个设计的好处是增加公众对印度尼西亚存在的一种文化适应文化的了解,使这种文化保持可持续发展。动画短片的设计采用了适合卡通类型电影的二次元风格,适合各个年龄段的人观看,并通过Instagram、Youtube等社交媒体进行传播,起到教育的作用。
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引用次数: 2
Framework of Mobile Game Design as an Assistive Technology for Children with Motor Disabilities 手机游戏设计框架作为运动障碍儿童的辅助技术
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v4i1.7460
Melyani Melyani, Y. Heryadi, A. Trisetyarso, Bachtiar Saleh Abbas, W. Suparta, F. Gaol
Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.
在过去的十年里,电脑游戏作为一种超越娱乐的潜在媒介出现了。尽管游戏易用性很受欢迎,但它仍然是众多研究人员关注的主要问题。运动障碍儿童群体是开发娱乐或治疗支持游戏的潜在目标,因为他们对游戏感兴趣。本文提出:(1)基于简单手势的运动障碍儿童移动游戏框架;(2)以Xgboost决策树作为手势识别器(训练准确率为98.48%,测试准确率为96.76%)为原型,以手势指令为辅助技术与游戏交互。
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引用次数: 0
Game Prototype for Daily English Practice 日常英语练习的游戏原型
Pub Date : 2021-10-19 DOI: 10.21512/JGGAG.V1I2.7250
Chaidir Ali, Ronald Thiodorus, Ida Bagus Kerthyayana Manuaba
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.
英语是世界上用于交流的众多语言之一。在全球竞争的时代,大多数人的互动是无国界的,语言作为交流工具发挥着重要的作用。然而,在英语为第二语言的国家,许多人在日常生活中很少说英语,这可能会导致缺乏自信,导致他们在全球竞争中落后。为了防止这个问题,人们从教育的早期就练习英语并在日常活动中使用它是很重要的。本文提出了另一种解决方案,以提高在有趣的方式学习英语的信心。通过创造可以在日常活动中玩的教育游戏,期望可以帮助人们,特别是年轻一代,提高练习英语的信心。
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引用次数: 1
Gamification Framework for Programming Course in Higher Education 高等教育程序设计课程的游戏化框架
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v5i2.7479
W. Winanti, B. S. Abbas, W. Suparta, Y. Heryadi, F. Gaol
This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.
本文提出了一个高等教育的游戏化框架,特别是对于编程语言课程,以增加用户的动机,乐趣和满意度,从而实现学习目标。尽管与传统技术相比,学生和讲师的动机、乐趣和满意度倾向于增加,但游戏化并不是万灵药。它的成功应用取决于讲师在选择游戏机制方面的技能,以更有趣的方式给学习过程带来一种体验感。该技术通过将班级分为两部分来完成,一个班级使用常规方法,一个班级使用游戏化方法,通过使用游戏化方法之前和使用游戏化方法之后的评估结果来评估结果。本文中的框架是对现有框架活动的补充,即在基线分析、学习材料和游戏化中使用的工具领域增加了一些内容,这些内容在之前的三个活动的论文中没有详细讨论过。所获得的结果表明,使用游戏化技术的学生的学习成绩平均比使用传统技术的学生提高15到25分。
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引用次数: 4
期刊
Journal of Games, Game Art, and Gamification
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