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Journal of Games, Game Art, and Gamification最新文献

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Gamification: Blood Donor Apps for IOS Devices 游戏化:面向IOS设备的献血应用
Pub Date : 2017-04-04 DOI: 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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引用次数: 6
Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case 通过增强现实扩展博物馆文物信息:印度尼西亚国家博物馆案例
Pub Date : 2017-04-04 DOI: 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.
雅加达有62个维护良好的博物馆,但大多数仍然是传统的方式,他们主要展示物品或收藏品,并附带书面信息和互动媒体仍然非常有限。[1]在印度尼西亚,博物馆馆长和管理者需要在展示物品和信息方面更具创造性,以增加游客数量[2]。博物馆吸引游客的困难甚至已经成为一个全国性的问题和问题:[1]印尼政府认为这是一个需要解决的问题。[3,4] 2010年,印度尼西亚博物馆协会(AMI)和旅游与创意经济部宣布这一年为参观博物馆年[5],作为全国热爱博物馆运动的一部分,该运动一直持续到2014年[1]。旅游和创意经济部的战略努力随后引入了国家项目,如振兴印度尼西亚博物馆[5]。博物馆应该是一个增进学习经验、分享知识的场所,也是一个学习和研究的场所[5]。在这里,博物馆不仅需要作为公共学习的手段,还必须能够支持大学学习中心的发展[5]。因此,在印度尼西亚的博物馆中加入使用增强现实技术的互动媒体,将增加印度尼西亚人民,特别是学生对了解印度尼西亚当地文化和遗产的兴趣。
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引用次数: 0
The Business of Creating Games 创造游戏的业务
Pub Date : 2017-04-04 DOI: 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.
数字游戏和游戏化的使用已经显示出改善企业提供教育和与消费者沟通的许多方面的潜力。尽管如此,我们仍然需要更好地考虑游戏和游戏化将如何影响不同行业的客户和组织的决策过程。本文提供了一个关于游戏在商业生态系统中使用的现有文献的结构化回顾,并试图整合研究结果,以解决有关其感知,已证明的效率的研究问题,并确定未来业务的关键领域。研究结果强调,严肃游戏可以在多个商业领域产生积极而有效的影响,包括教育、决策支持、市场营销和消费者推广。他们还强调了在商业环境中影响严肃游戏和游戏化原则的挑战和陷阱,并讨论了开发和评估方法对基于游戏的解决方案成功的影响。
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引用次数: 0
Revitalizing Face-to-Face Local Gaming Experience through Mobile Mini Games 通过手机小游戏重振面对面本地游戏体验
Pub Date : 2017-04-04 DOI: 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.
随着全球移动设备使用量的增加,面对面的交流已经退化,完全禁止是不现实的。我们无法阻止这种退化,因为它是技术的副作用。然而,平衡移动设备的使用和面对面交流的质量是可能的。因此,通过开发一款以本地多人游戏为主的聚会类手游,贴近用户,并将游戏介绍给用户,希望能够鼓励面对面的交流,从而使聚会类手游成为一种鼓励的媒介。在Unity游戏引擎的帮助下,开发了party游戏中的小游戏样本作为测试对象,并收集了用户的反馈。随着应用测试的进行,目标用户的反馈被收集,面对面的鼓励被证实,用户对游戏的反应是积极的。样本游戏测试有效地重新引入了如今手机平台上罕见的派对游戏的存在,并鼓励面对面交流,这体现了用户测试者所体验到的热情和乐趣。最后,手机聚会游戏可以作为一种媒介,鼓励面对面交流,防止这种交流的退化,因此,未来在手机平台上开发完整的聚会游戏是非常值得鼓励的,因为未来可能需要提高整体面对面交流的质量,以减轻退化。
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引用次数: 0
Evolution of the Video Game Market 电子游戏市场的演变
Pub Date : 2017-04-04 DOI: 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.
电子游戏产业自诞生以来一直在发展,目标市场也随之发展。本研究试图通过对印刷和视频广告等营销材料的观察来分析这些年来的趋势。分析是通过将广告传播的标准实践值应用于电子游戏历史上每个时代的商业广告样本来完成的。
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引用次数: 0
Mata: An Android Eye-Tracking Based User Interface Control Application Mata:一个基于Android眼球追踪的用户界面控制应用
Pub Date : 2017-04-04 DOI: 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.
智能手机技术的出现为我们提供了通信和玩游戏的智能设备。不幸的是,利用智能手机中可用传感器的应用程序大多是为没有身体残疾的人设计的。本文介绍了Mata,一个通过眼动追踪来操作和控制Android智能手机上的游戏的游戏用户界面。该系统旨在增强用户体验,帮助运动障碍人士使用智能手机玩游戏。Mata系统的开发和测试已经证明了眼球追踪和凝视使用作为游戏用户界面单模输入的概念。
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引用次数: 2
Evaluation of Physics Frameworks for Building Web-Based Games 基于网页游戏的物理框架评估
Pub Date : 2016-06-30 DOI: 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.
最近,WebGL技术在开发游戏方面显示出了很大的潜力。由于这项技术仍然相对较新,因此在游戏开发领域仍有许多尚未被探索的潜力。本文探讨了使用WebGL技术制作的游戏引擎的开发,该引擎集成了一些用于开发基于web的2D或3D游戏的物理框架。具体来说,我们将三个开源物理框架(Bullet, Cannon和JigLib)整合到基于webgl的游戏引擎中。我们使用一些实验来评估这些框架的正确性或准确性、性能、完整性和兼容性。结果表明,将开源物理框架集成到基于webgl的游戏引擎中是可能的,而Bullet是集成到基于webgl的游戏引擎中的最佳物理框架。
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引用次数: 0
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Journal of Games, Game Art, and Gamification
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