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Study of Motivation to Play Video Games in the 90s Generation Using the Gamer Motivation Model Afif, Muhammad; Grahita, Banung
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i2.62491

Abstract

The 1990s were a pivotal era for the development of video game consoles, significantly influencing the gaming preferences and habits of the 90s generation, often referred to as digital natives. This research investigates the motivations behind why individuals from this generation engage in video gaming, utilizing the Gamer Motivation Model as a framework. The study involved interviews with 9 respondents from the 90s generation who are actively involved in gaming. The findings highlight that the primary motivations for these gamers are driven by the desire for Completion and the thrill of Excitement during gameplay. Players find satisfaction in collecting items, completing missions, and reaching milestones within games, which serve as key motivators. Furthermore, they are drawn to dynamic gaming experiences that are rich with surprises, providing emotional highs and adrenaline boosts that enhance the overall gaming experience. In addition to these primary motivations, the research also delves into secondary motivations, exploring other factors that contribute to the gaming experience for this demographic. The insights gained from this study are valuable for both researchers and game developers, as they provide a deeper understanding of the specific gaming motivations of the 90s generation. This understanding can be leveraged to design gaming experiences that are more closely aligned with the preferences and needs of this group.
Meningkatkan Kesadaran tentang Penyandang Autisme untuk Dewasa Muda melalui Animasi Eksperimental: Meningkatkan Kesadaran tentang Penyandang Autisme untuk Dewasa Muda melalui Animasi Eksperimental Luna, Sabine; Grahita, Banung
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.6

Abstract

Many with Autism Spectrum Disorder (ASD) struggle to achieve independence due to a lack of understanding and acceptance, particularly among young adults. To bridge this gap, this project proposes an experimental animation designed to foster empathy. Through a combination of literature review, interviews with psychologists and ASD companions, and participatory observations at an autism center, the project will gain insights into the lived experiences of ASD and the challenges young adults pose to social inclusion. The animation itself will leverage the flexibility of experimental animation to portray the frustrations and difficulties encountered by people with ASD due to social exclusion. Ultimately, the project aims to create a bridge of understanding through emotional connection, fostering empathy and acceptance among young adults towards individuals on the autism spectrum.
The Analysis of Signs in the Film Everything Everywhere All at Once by The Daniels Vania, Rae Tisha; Grahita, Banung
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 8 No 1 (2024): Santhet : Jurnal Sejarah, Pendidikan, dan Humaniora
Publisher : Proram studi pendidikan Sejarah Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/santhet.v8i1.3706

Abstract

Everything Everywhere All at Once is considered one of the best films in 2022, as it has received 7 Academy Awards 2023 in the United States, including the prestigious Oscar categories of Best Picture, Actor in a Leading Role, Actress in a Leading Role, Actor in a Supporting Role, Actress in a Supporting Role, Directing, Writing (Original Screenplay), and Film Editing. In this film, we can observe intriguing symbols such as googly eyes and recurring appearances of bagels. The purpose of this research is to explore the elements of representamen/sign, object, and interpretant/interpretation using Charles Sanders Pierce's Semiotics Theory.
Artistic Affordance in Virtual Reality Painting Sidik, Muhamad Fauzan; Damayanti, Nuning Yanti; Mutiaz, Intan Rizky; Grahita, Banung
PANGGUNG Vol 34 No 1 (2024): Artistik dan Estetik pada Rupa, Tari, dan Musik
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v34i1.3260

Abstract

Kemunculan Virtual Reality (VR) memungkinkan kegiatan melukis dilakukan di dunia maya, menawarkan media seni yang unik dengan sifat yang sangat berbeda dengan media seni konvensional. Perbedaan materialitas ini berpotensi menghasilkan alternatif media baru, sebuah teori yang dikemukakan oleh Gibson tentang bagaimana suatu lingkungan/sistem menawarkan alternatif berkreasi yang baru. Pada penelitian ini dilakukan eksperimen untuk mengeksplorasi pengalaman pembuatan karya seni dalam ranah virtual menggunakan software VR-Pain. Kami menggunakan pendekatan kualitatif heuristik yang terdiri atas keterlibatan awal, pencelupan, inkubasi, iluminasi, penjelasan, dan sintesis kreatif. Pada proses penelitian, ditemukan bahwa kemungkinan berkreasi dengan VR-Pain dihasilkan dari kuas virtual. Simulasi lukisan dalam VR juga melahirkan sense of agency, yaitu rasa kontrol seniman saat menciptakan karya seni pada lingkup virtual. Studi ini mengusulkan konsep baru keterjangkauan artistik dalam VR, yang mengacu pada segala sesuatu di lingkungan virtual yang memengaruhi proses kreatif dan ekspresi artistik selama pembuatan seni VR. Pemahaman terhadap kemampuan artistik membantu mengomunikasikan fungsionalitas dan kegunaan VR ke sarana kreatif dan artistik serta dapat meningkatkan kepuasan dan keterlibatan pengguna dalam praktik pembuatan seni. Studi ini menunjukkan bahwa diperlukan kolaborasi antara umpan balik diperlukan pengembang, peneliti, dan seniman untuk merancang antarmuka pengguna atau pilihan tools dalam sistem VR yang lebih kaya sehingga akan menjadikan VR sebagai media artistik yang lebih baik. Kata Kunci: alternatif-media-baru, lukis, rasa-kontrol, seni, virtual-reality
Pemikiran Ulang Materialitas: Kajian Fenomenologi Pengalaman Penciptaan Seni dari Pelukis Cat Minyak Tradisional di dalam Realitas Virtual Sidik, Muhamad Fauzan; Damayanti, Nuning Yanti; Mutiaz, Intan Rizky; Grahita, Banung
Jurnal Sosioteknologi Vol. 23 No. 3 (2024): NOVEMBER 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.3.3

Abstract

Recent technological developments have brought back virtual reality (VR) as a new creative medium. This research investigates how artists with no prior VR experience perceive and employ immersive VR environments to translate their physical world creative concepts into the virtual realm. By bridging the gap between traditional and virtual reality art, this study contributes to a deeper understanding of affordance theory in today’s context. Using a phenomenological approach, data was collected through immersive VR painting sessions, think-aloud protocols, and reflective interviews. Over three sessions, one selected participant utilized OpenBrush to explore the affordances of VR painting. Key findings reveal a transformative shift in artistic knowledge and practice. Participants adapted their understanding of materials and techniques to the unique affordances of VR, aligning with affordance theory and actor-network theory. The study's implications for artists are that by integrating VR into traditional art practices, artists can explore new creative avenues. Additionally for VR developers, the findings suggest potential improvements to VR tools, such as enhancing haptic feedback or developing more intuitive interfaces to better support artistic expression.  
Reinterpreting Brand Experience Stimuli through Virtual Space Avatars and Metaverse Co-Creation Aziz, Caesar Achmad Firjaun Faqih; Grahita, Banung
Technomedia Journal Vol 10 No 2 (2025): October
Publisher : Pandawan Incorporation, Alphabet Incubator Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/hecg6241

Abstract

The transformation of digital spaces into three-dimensional virtual ecosystems, widely known as the metaverse, has fundamentally reshaped the paradigm of brand experience from traditional visual narrative communication into participatory, immersive, and multisensory engagement. This study aims to reinterpret and extend the conventional understanding of brand experience by identifying the key stimuli that shape user interactions within virtual environments. Employing a qualitative exploratory approach based on the AEIOU framework (Activities, Environments, Interactions, Objects, and Users) and reflective thematic analysis, the research examined eight major metaverse platforms across five categories: game-based, social playground, VR-based, NFT-based, and event-based. The analysis revealed five primary dimensions that collectively construct brand experience in the metaverse: immersive presence, virtual space, avatar-mediated interaction, personalized virtual goods, and dynamic co-creation. These dimensions redefine the brand experience from a stimulus–response perspective into a participatory, socially driven relationship in which users actively co-create meaning, identity, and value with brands. The findings highlight how digital stimuli and multisensory interactions within metaverse spaces foster emotional attachment and brand engagement, offering both conceptual and managerial implications. From a theoretical standpoint, this research provides an initial framework for understanding brand experience in immersive digital environments, while practically, it guides marketers and brand strategists to design interactive, personalized, and community-oriented branding initiatives. Ultimately, the study opens new opportunities for future research to empirically examine the link between metaverse-based experiences, user perception, and brand outcomes such as trust, attachment, and loyalty within the evolving digital ecosystem.
STUDI INTERFACE: KEBUTUHAN INFORMASI DALAM PENGEMBANGAN WEBSITE ARSIP DAN INFORMASI ESPORTS INDONESIA Farqo, Tedi Mursalat; Grahita, Banung
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 11 No 2 (2025): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v11i2.15227

Abstract

Indonesia’s esports sector is growing rapidly, yet information needs for esports professional player scouting remain underserved. This study models the information requirements and interface design of an Indonesian esports archive website through media observation and interviews with team managers and coaches. Core needs include periodic tournament statistics, phase-based performance (early, mid, late), and player playstyle. We followed a user-centered design framework (Five Planes) and evaluated the prototype via scenario-based usability testing (n=5). Users completed tasks under target times and rated navigation and statistical visualizations as informative. Improvements focus on last-update indicators, in-page shortcuts, and user help. The study contributes a content model and prioritization of team/player performance attributes for scouting, along with actionable design patterns for a Indonesia esports archive platform.