Pub Date : 2017-04-04DOI: 10.21512/jggag.v1i1.7247
Alvedi Sabani, Ida Bagus Kerthyayana Manuaba, Erwin Adi
Humans need blood to live and there is no substitute for it. Based on the statistics gathered by the Australian Red Cross, 1 in 3 people will need a blood donation once in their lifetime. However, only 1.5% of Indonesian people donate their blood. In order to rectify this unbalanced blood donation supply and demand, an application named Game4Life was developed and tested. This paper aims to implement ‘gamification’ on iOS devices to encourage users to donate their blood and help to end this shortage. This paper focused on developing features that would help blood donors to schedule their donation as well as a 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 the cooperation of Palang Merah Indonesia (Red Cross Indonesia) and a company sponsor. Based on the User Acceptance Test results and Palang Merah Indonesia's response, Game4Life has successfully satisfied its scope and requirements.
人类需要血液来维持生命,而血液是无可替代的。根据澳大利亚红十字会收集的统计数据,三分之一的人一生中需要献血一次。然而,只有1.5%的印尼人献血。为了纠正这种不平衡的献血供需,开发并测试了一款名为Game4Life的应用程序。本文旨在iOS设备上实现“游戏化”,以鼓励用户献血,帮助解决这一短缺问题。本文的重点是开发帮助献血者安排献血的功能,以及奖励和成就系统,以激励未来的献血者并保持他们的参与。本文的可交付原型在印度尼西亚红十字会(Palang Merah Indonesia)和一家公司赞助商的合作下可在现实生活中实现和扩展。根据用户验收测试结果和Palang Merah Indonesia的反应,Game4Life已经成功地满足了它的范围和要求。
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Pub Date : 2017-04-04DOI: 10.21512/jggag.v1i1.7243
B. Dirgantoro, J. Martinez
Jakarta has 62 well-maintained museums but most are still conventional in the way that they mostly display objects or collections with accompanying written information and interactive media is still very limited.[1] In Indonesia, museum curators and managers need to be more creative in presenting objects and information to increase the number of visitors [2].The difficulty of luring visitors to museums has even became a national issue and problem:[1] the Indonesian government considers it as a matter that needs to be addressed. [3, 4] In 2010, the Association of Museums in Indonesia (AMI) and the Ministry of Tourism and Creative Economy declared it the Year of Visiting the Museum [5] as part of the National Movement to Love Museums, which lasted until 2014 [1]. The strategic efforts from the Ministry of Tourism and Creative Economy were then followed up with the introduction of national programs such as Revitalizing Indonesian Museum [5]. Museums should be a place to enhance the learning experience, sharing knowledge, as well as a place to study and conduct research [5]. Here, the museum is required not only as a means of public learning, but must also be able to support the development of study centers in universities [5]. Therefore, adding interactive media using Augmented Reality to Indonesian museums will increase the interest in learning about the local culture and heritage of Indonesia among the Indonesian population, especially students.
{"title":"Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case","authors":"B. Dirgantoro, J. Martinez","doi":"10.21512/jggag.v1i1.7243","DOIUrl":"https://doi.org/10.21512/jggag.v1i1.7243","url":null,"abstract":"Jakarta has 62 well-maintained museums but most are still conventional in the way that they mostly display objects or collections with accompanying written information and interactive media is still very limited.[1] In Indonesia, museum curators and managers need to be more creative in presenting objects and information to increase the number of visitors [2].The difficulty of luring visitors to museums has even became a national issue and problem:[1] the Indonesian government considers it as a matter that needs to be addressed. [3, 4] In 2010, the Association of Museums in Indonesia (AMI) and the Ministry of Tourism and Creative Economy declared it the Year of Visiting the Museum [5] as part of the National Movement to Love Museums, which lasted until 2014 [1]. The strategic efforts from the Ministry of Tourism and Creative Economy were then followed up with the introduction of national programs such as Revitalizing Indonesian Museum [5]. Museums should be a place to enhance the learning experience, sharing knowledge, as well as a place to study and conduct research [5]. Here, the museum is required not only as a means of public learning, but must also be able to support the development of study centers in universities [5]. Therefore, adding interactive media using Augmented Reality to Indonesian museums will increase the interest in learning about the local culture and heritage of Indonesia among the Indonesian population, especially students.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123345447","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-04-04DOI: 10.21512/jggag.v1i2.7262
Arsa Widitiarsa Utoyo
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 decisionmaking 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.
{"title":"The Business of Creating Games","authors":"Arsa Widitiarsa Utoyo","doi":"10.21512/jggag.v1i2.7262","DOIUrl":"https://doi.org/10.21512/jggag.v1i2.7262","url":null,"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 decisionmaking 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.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133597731","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-04-04DOI: 10.21512/jggag.v1i2.7259
Yediya Juan, T. Geumpana, J. Martinez
with the increase of mobile device usage around the globe, face-to-face communication has degraded and complete prohibition is not realistic. The degradation is not to be prevented as it happens as a side effect of technology. However, balancing usage of mobile device and quality of face-to-face communication is possible. Thus, by approaching users through developing a party genre mobile game, which is not famous as a mobile game at the time, with local multiplayer focus and introducing the given game to users, it is expected that face-to-face communication can be encouraged, thus resulting in mobile party game to become a media for the encouragement. Sample mini game that is a part of party game is developed with the help of Unity game engine as a testing object in which user response is collected. As application testing take place, and target user response is collected, face-toface encouragement is proven and user response is positive towards the game. Sample game testing has effectively reintroduced the existence of nowadays rare party game in mobile platform along with encouraging face-to-face communication, shown by the enthusiasm and enjoyment that audience testers have experienced. In the end, with mobile party game can help by being a media to encourage face-to-face communication and prevent degradation of such communication, future developments of a complete party game in mobile platform is highly encouraged as overall face-to-face communication quality enhancement may be required in the future in order to mitigate degradation.
{"title":"Revitalizing Face-to-Face Local Gaming Experience through Mobile Mini Games","authors":"Yediya Juan, T. Geumpana, J. Martinez","doi":"10.21512/jggag.v1i2.7259","DOIUrl":"https://doi.org/10.21512/jggag.v1i2.7259","url":null,"abstract":"with the increase of mobile device usage around the globe, face-to-face communication has degraded and complete prohibition is not realistic. The degradation is not to be prevented as it happens as a side effect of technology. However, balancing usage of mobile device and quality of face-to-face communication is possible. Thus, by approaching users through developing a party genre mobile game, which is not famous as a mobile game at the time, with local multiplayer focus and introducing the given game to users, it is expected that face-to-face communication can be encouraged, thus resulting in mobile party game to become a media for the encouragement. Sample mini game that is a part of party game is developed with the help of Unity game engine as a testing object in which user response is collected. As application testing take place, and target user response is collected, face-toface encouragement is proven and user response is positive towards the game. Sample game testing has effectively reintroduced the existence of nowadays rare party game in mobile platform along with encouraging face-to-face communication, shown by the enthusiasm and enjoyment that audience testers have experienced. In the end, with mobile party game can help by being a media to encourage face-to-face communication and prevent degradation of such communication, future developments of a complete party game in mobile platform is highly encouraged as overall face-to-face communication quality enhancement may be required in the future in order to mitigate degradation.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117346091","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-04-04DOI: 10.21512/jggag.v1i1.7248
Wildan Ali
The videogame industry had evolved since its initial appearance, and along with it, so has target market. This study attempts to analyse the trends throughout the years through observation of marketing materials such as printed and video advertisement commercials. The analysis is done by applying standard practice values employed in advertising communication on chosen samples of said commercial ads from each era of video game history.
{"title":"Evolution of the Video Game Market","authors":"Wildan Ali","doi":"10.21512/jggag.v1i1.7248","DOIUrl":"https://doi.org/10.21512/jggag.v1i1.7248","url":null,"abstract":"The videogame industry had evolved since its initial appearance, and along with it, so has target market. This study attempts to analyse the trends throughout the years through observation of marketing materials such as printed and video advertisement commercials. The analysis is done by applying standard practice values employed in advertising communication on chosen samples of said commercial ads from each era of video game history.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"2004 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125791525","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2017-04-04DOI: 10.21512/jggag.v1i1.7249
M. James
The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.
{"title":"Mata: An Android Eye-Tracking Based User Interface Control Application","authors":"M. James","doi":"10.21512/jggag.v1i1.7249","DOIUrl":"https://doi.org/10.21512/jggag.v1i1.7249","url":null,"abstract":"The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133288176","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-06-30DOI: 10.21512/jggag.v1i1.7241
Resa Yogya, R. Kosala
Recently, WebGL technology has shown a lot of potential for developing games. Since this technology is still relatively new, there is still much potential in the game development area that has not been explored yet. This paper explores the development of a game engine made with WebGL technology that integrates some physics frameworks for developing web-based 2D or 3D games. Specifically, we integrated three open source physics frameworks, which are Bullet, Cannon, and JigLib, into a WebGL-based game engine. We assessed these frameworks using some experiments, in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGL-based game engine, and Bullet is the best physics framework to be integrated into a WebGL-based game engine.
{"title":"Evaluation of Physics Frameworks for Building Web-Based Games","authors":"Resa Yogya, R. Kosala","doi":"10.21512/jggag.v1i1.7241","DOIUrl":"https://doi.org/10.21512/jggag.v1i1.7241","url":null,"abstract":"Recently, WebGL technology has shown a lot of potential for developing games. Since this technology is still relatively new, there is still much potential in the game development area that has not been explored yet. This paper explores the development of a game engine made with WebGL technology that integrates some physics frameworks for developing web-based 2D or 3D games. Specifically, we integrated three open source physics frameworks, which are Bullet, Cannon, and JigLib, into a WebGL-based game engine. We assessed these frameworks using some experiments, in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGL-based game engine, and Bullet is the best physics framework to be integrated into a WebGL-based game engine.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124996704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}