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Analysis of Factors which Affecting Perceived Enjoyment and Customer Continuance Intention on Mobile Games Users 影响手机游戏用户感知享受和客户延续意愿的因素分析
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v5i1.7471
Ronaldo Gultom, B. N. Moch, Ramadhan Khafri, M. A. Puspasari
Nowadays utilization of mobile applications, especially for mobile games growth rapidly. This situation affects mobile games market more competitive and results in only few games can survive. The abundance number of mobile games that available makes users will remove their downloaded games if it lacks of interesting experience that affected their enjoyment on first try. Because of this, perceived enjoyment is often considered as an important factor that affects users’ intention to continue playing the mobile games. Therefore, this study aims to discover what factors affects perceived enjoyment and find out whether perceived enjoyment is affecting user’s intention to continue playing mobile games or not. The research model adopts several latent variables that are used to measure the perceived enjoyment and its effect on continuance intention of mobile games. The model is tested by using Partial Least Square–Structural Equation Modeling (PLS-SEM) with a sample size of 205 respondents.
如今,手机应用程序,尤其是手机游戏的使用率迅速增长。这种情况影响了手机游戏市场的竞争,导致只有少数游戏能够生存下来。大量的手机游戏让用户在第一次尝试时,如果游戏缺乏有趣的体验而影响了他们的乐趣,他们就会删除下载的游戏。正因为如此,感知乐趣通常被认为是影响用户继续玩手机游戏意愿的重要因素。因此,本研究旨在发现影响感知享受的因素,以及感知享受是否会影响用户继续玩手机游戏的意愿。研究模型采用几个潜在变量来衡量感知享受及其对手机游戏延续意愿的影响。采用偏最小二乘结构方程模型(PLS-SEM)对模型进行检验,样本量为205人。
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引用次数: 0
Early Childhood Cognitive Development Through Games Educational Tool 通过游戏教育工具促进幼儿认知发展
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v2i1.7216
Suprayitno Sutoyo
Games Educational Tool are all things that can be used as a medium to play that have educational value, one of the benefits is that it helps the growth of all aspects of physical and cognitive abilities. This study will explain how the media has a very important role in stimulating the growth of a child's brain. Using descriptive qualitative method to determine the cognitive educational element in the game. The results of this study to prove that media educational games have a major role in the cognitive abilities of children floating.
游戏教育工具是指所有可以作为具有教育价值的游戏媒介的东西,其中一个好处是它有助于身体和认知能力的各个方面的发展。这项研究将解释媒体如何在刺激儿童大脑发育方面发挥非常重要的作用。运用描述性定性方法确定游戏中的认知教育元素。本研究结果证明媒体教育游戏对儿童漂浮认知能力有重要作用。
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引用次数: 2
Developing Multiplayer Online Game “KNIGHT FANTASY ONLINE” 开发多人在线游戏《骑士幻想Online》
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v5i1.7469
Darius Andana Haris, V. C. Mawardi, Davin Pratama
Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The game was tested by using Blackbox, alpha, beta and stress test. Through the results of a questionnaire distributed to 40 people. The test results shows that Knights Fantasy Online has an interesting gameplay, easy to understand and also has enough features as a massively multiplayer online game.
骑士幻想在线是一个大型多人在线游戏与角色扮演游戏类型。本游戏的客户端使用Adobe Flash的ActionScript 3.0,服务器端使用Java,游戏的设计使用Adobe Illustrator。本研究旨在利用Adobe Flash制作多人在线游戏。在这款游戏中,玩家作为来自Aurum王国的骑士,在一个名为Edenia的世界开始他们的冒险,玩家负责控制怪物的数量。玩家可以接受任务,收集装备并提高角色的能力。游戏通过Blackbox, alpha, beta和压力测试进行测试。通过将调查问卷的结果分发给40人。测试结果表明,《骑士幻想Online》具有有趣的游戏玩法,易于理解,并具有足够的大型多人在线游戏功能。
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引用次数: 1
Gamification Analysis in Ui And Ux for Parking Spot Apps 停车位应用Ui和Ux的游戏化分析
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v5i1.7470
E. H. Saptaputra, A. W. Utoyo, Nia Karlna
Advances in personal computing and information technology have been updated and published online or via mobile devices. Consequently, we must consider interaction as a fundamental complement of representation in cartography and visualization. The user interface (UI) / UX (user experience) describes a series of concepts, guidelines and workflows to critically reflect on the design and use of an interactive, map- based or other product. This entry presents the basic concepts of UI / UX design that is important for cartography and visualization, focusing on issues related to visual design. First, a fundamental distinction is made between the use of an interface as a tool and the broader experience of an interaction, a distinction that separates UI design and UX design. The phases of the Norman interaction framework are not a different form of interaction structure. Finally, three dimensions of the user interface design are described: the fundamental interaction operators that form the basic blocks of the interfaces, the interface styles that these primitive operators implement and the recommendations for the visual design of an interface.
个人计算和信息技术的进步已经在网上或通过移动设备更新和发布。因此,我们必须将交互视为制图和可视化中表示的基本补充。用户界面(UI) /用户体验(UX)描述了一系列概念、指导方针和工作流程,以批判性地反映交互式、基于地图或其他产品的设计和使用。本条目介绍了对制图和可视化很重要的UI / UX设计的基本概念,重点关注与视觉设计相关的问题。首先,将界面作为工具使用与更广泛的交互体验之间存在根本性的区别,这是UI设计和UX设计之间的区别。诺曼交互框架的阶段并不是一种不同形式的交互结构。最后,描述了用户界面设计的三个维度:构成界面基本块的基本交互操作符,这些基本操作符实现的界面风格以及界面视觉设计的建议。
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引用次数: 0
Re-Introducing Indonesian Traditional Games through an Interactive Multiplayer Table Game - Gobak Sodor 通过交互式多人桌面游戏- Gobak Sodor重新介绍印尼传统游戏
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v6i1.7324
Emanuel Pratalaharja, B. Dirgantoro
Nowadays, many people have left their country’s traditions and cultures due to advancement of technologies. Indonesia is rich in diversity, also its traditional games that are an inseparable part of Indonesian culture that should be preserved. Traditional games are almost unknown and abandoned as children lack early knowledge because parents and teachers disregard their important role in teaching these games to children. Traditional games are not up- to-date and are replaced by modern and digital games. Moreover, children nowadays have less free time and are physically less active. Additionally, there are less fields to play nowadays. This project aims to re-introduce Indonesian traditional games by creating an interactive multiplayer table game about Gobak Sodor for Indonesian children from Generation Z, especially those around 9-12 years old. It also aims to overcome misconceptions that traditional games are not fun and increase interest on traditional games. The research methodology was done through literature studies, qualitative methods including site visits and in-depth interviews. Overall, the game can be a fun playing experience that can be played in limited space and time to re-introduce traditional games to children and encourage them to preserve Indonesian culture.
如今,由于科技的进步,许多人离开了他们国家的传统和文化。印度尼西亚是一个多样性丰富的国家,它的传统游戏是印尼文化不可分割的一部分,应该得到保护。传统游戏几乎不为人所知,因为孩子们缺乏早期知识,因为父母和老师忽视了他们在教给孩子这些游戏中的重要作用。传统游戏不是最新的,被现代和数字游戏所取代。此外,现在的孩子自由时间少了,身体活动也少了。此外,现在可以玩的场地更少了。该项目旨在通过为印尼Z世代儿童,特别是9-12岁的儿童创造一款关于Gobak Sodor的互动多人桌面游戏,重新引入印尼传统游戏。它还旨在克服传统游戏无趣的误解,提高人们对传统游戏的兴趣。研究方法采用文献研究法、实地考察和深度访谈等定性方法。总的来说,这个游戏可以是一个有趣的游戏体验,可以在有限的空间和时间内重新向孩子们介绍传统游戏,并鼓励他们保护印尼文化。
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引用次数: 0
Character Design in Games Analysis of Character Design Theory 游戏中的角色设计——角色设计理论分析
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v2i2.7197
Hagung Kuntjara, Betha Almanfaluthi
A character plays an important role in game sales on an application store. The first thing people notice when choosing a certain genre of a game on the application store is the character. Character appears in a game visual icon, alongside the name of the game and some stars representing the rating and the number of download. By looking at the game character, people will be able to tell the game genre and type, also the targeted users. Advanced technology might allow a game to develop better but analyzing the game character from its art and design aspect is also needed for it to be successful in the market. This paper will explain character design development and its art and design aspect using constructive method. The analysis can be used for better understanding on how games designers work and come up with the right idea of a game’s characters based on the game’s general idea. 
角色在应用商店的游戏销售中扮演着重要角色。当人们在应用商店中选择一款特定类型的游戏时,首先注意到的便是角色。角色出现在游戏视觉图标中,旁边是游戏名称和一些代表评级和下载数量的星星。通过观察游戏角色,人们将能够分辨出游戏类型和目标用户。先进的技术可能会让游戏发展得更好,但从艺术和设计角度分析游戏角色也是游戏在市场上取得成功的必要条件。本文将运用建构性的方法阐述人物设计的发展历程及其艺术设计方面的内容。这种分析可以帮助我们更好地理解游戏设计师是如何工作的,并基于游戏的总体理念想出正确的游戏角色理念。
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引用次数: 6
Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS 基于KLM- GOMS的Xbox One与Steam操纵杆操作系统用户界面比较
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v5i2.7480
D. Sudirman, Y. Heryadi, H. Warnars, B. Soewito, F. Gaol, E. Abdurachman
Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.
尽管在语音或手势控制等电子游戏控制方面取得了许多进步,但大多数电子游戏主机制造商仍然使用操纵杆作为其主机的主要控制方式。目前,电子游戏制造商的问题是,他们没有使用操纵杆作为用户界面设计的重点,而是使用了其他设备(如电脑或电视)的设计。本研究将使用KLM-GOMS模型对Xbox One和Steam OS的用户界面进行比较。根据计算得出的结论是,与Steam相比,Xbox One的整体设计更高效。
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引用次数: 1
Performance Comparison of Text Based Game Prototypes Using GTmetrix 基于GTmetrix的文本游戏原型性能比较
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v6i1.7482
Ida Bagus Kerthyayana Manuaba
Access to the internet and the advanced of technology allow people to experience in playing a game, not limited to their game console or through a PC, but also through their gadget like mobile-phones. Based on our initial study, a text-based game prototype has shown its potentiality as an alternative media to enhance youth literacy. The prototype has been developed in web-based platform that allow users to play this game through their mobile-phone. This paper describes an extend study to explore on how well the performance of text- based game prototype, when it was run online through a mobile device. For this purpose, a testing tool, named “GTmetrix” is used to review the performance of mobile device that run two different text-based game prototype platforms, which are Quest and Ink Platforms. For further comparison, this paper also included additional test scenario to see the performance of these two prototype platforms through a desktop device. These testing was conducted through different mobile network speeds (2G/3G/4G). Two different test approaches, PageSpeed and YSlow, were used to analyze the performance. Based on the results, it can be concluded that both prototype platforms are still compatible to be played through mobile devices, with Ink platform perform slightly better compare to the Quest platform in several test setting.
接入互联网和先进的技术使人们能够体验玩游戏,不仅限于他们的游戏机或通过PC,还可以通过他们的小工具,如手机。根据我们的初步研究,基于文本的游戏原型已经显示出其作为提高青少年识字率的替代媒体的潜力。这款游戏的原型是在一个基于网络的平台上开发的,用户可以通过手机玩这款游戏。本文描述了一项扩展研究,以探索基于文本的游戏原型在通过移动设备在线运行时的性能。为此,我们使用了一个名为“GTmetrix”的测试工具来评估运行两种不同文本游戏原型平台(Quest和Ink platform)的移动设备的性能。为了进一步比较,本文还加入了额外的测试场景,通过桌面设备来查看这两个原型平台的性能。这些测试是通过不同的移动网络速度(2G/3G/4G)进行的。我们使用了两种不同的测试方法,pagesspeed和YSlow来分析性能。从结果可以看出,两个原型平台在移动设备上仍然是兼容的,在几个测试设置中Ink平台的表现略好于Quest平台。
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引用次数: 2
Character Design for Educational Games “Caring for The Urban Forest in Jakarta” 教育游戏《关爱雅加达城市森林》的角色设计
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v2i2.7198
T. Riyadi
The existence of the urban forest in Jakarta become a valuable asset for its residents. Unfortunately, the urban forest less aware of its existence. This unconsciousness due to lack of information about the existence of the urban forest itself. The design aims to create unique and attractive character, which helps inform the existence of the urban forest in Jakarta, through educational games. The design method through the stages of observation in the form of visual data search, analysis elaboration mapping problem, then visually determining the essential character as the main idea. The result is a character design with the function as the "spokes person" that allows users to know the existence of the urban forest in Jakarta 
雅加达城市森林的存在成为其居民的宝贵财富。不幸的是,城市森林很少意识到它的存在。这种无意识是由于缺乏关于城市森林本身存在的信息。该设计旨在通过教育游戏创造独特而有吸引力的特征,帮助告知雅加达城市森林的存在。本设计方法通过观察法以可视化的形式对数据进行搜索,分析阐述映射问题,然后以可视化确定本质特征为主要思路。其结果是一个具有“代言人”功能的字符设计,让用户知道雅加达城市森林的存在
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引用次数: 1
Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method 基于移动增强现实技术的翻译应用(印尼语-印尼语和印尼语-班贾尔语)用户体验评价
Pub Date : 2021-10-19 DOI: 10.21512/jggag.v6i1.7430
Aulia Akhrian Syahidi, H. Tolle
The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.
从班杰尔语到印尼语的翻译应用程序称为BandoAR,反之,从印尼语到班杰尔语的翻译应用程序称为NdoBAR。这两个应用程序都利用移动增强现实技术和光学字符识别(OCR)方法来识别检测图像中的单词。推荐使用此应用程序,以帮助参观班加马辛市的游客能够理解当地人使用的语言作为交流手段,并为想要了解班加尔语言本身特点的普通公众提供帮助。本研究的目的是评估BandoAR和NdoBAR应用程序的用户体验。使用的方法是UX Honeycomb,它有七个方面来评估应用程序的用户体验。共有50位回应者参与评审这两项申请。结果表明,bandar应用程序的平均UX Honeycomb值为4.91,谓词非常强烈一致;NdoBAR应用程序的平均UX Honeycomb值为4.89,谓词非常强烈一致。这两个应用程序都满足了用户体验的各个方面。然而,我们需要对这两个应用程序的缺点进行一些修复,以继续改进交互,更好的用户体验和其他智能功能。
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引用次数: 6
期刊
Journal of Games, Game Art, and Gamification
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