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Challenging Gameplay and Its Impact on Player Motivation in Gaming Wibowo, Tony; Hardiwinata, Harley
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1437

Abstract

The Video Game Industry is a subsidiary of the entertainment industry that is still growing. Video Games come in different genres and have unique experiences for every player. One of those unique games is the souls-like genre. The souls-like genre is games designed with a high difficulty level, with a dedicated fanbase that loves games with these genres. In this research, we would like to conduct research about Challenging Gameplay and Its Impact on Player Motivation in Gaming. In this research we used the experimental method to observe players’ reaction during the experiment and followed up with an interview. This experiment's result shows that participants who experience setbacks & defeat multiple times still show interest towards playing a game that has challenging gameplay outside of this experiment.
Study of Photography Result using Blind Test Method Ricky, Ricky; Wibowo, Tony
Telcomatics Vol. 4 No. 2 (2019)
Publisher : Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/telcomatics.v4i2.625

Abstract

This study aims to determine whether using blind test method able to tell that the average person can differentiate the photos that were taken with DSLR camera, mirrorless camera, and smartphone camera. Aside from using blind test method, this research also used qualitative research method where we collected the data through online distribution by utilizing google form and social media application called line in distributing questionnaires to the social media line group chat of UIB majoring in Information System class of 2015 which were estimated about 140 people. In filling out the questionnaire there were 30 students who fill out the online questionnaire that had been distributed. The result of this research is that the respondents still cannot distinguish the difference of photos taken by DSLR camera, mirrorless camera, and smartphone camera. Majority of people are still unable to point out distinctively to understand the results of those three. This could be the result of the technological advancement of photography tools already advanced so far, so that common tool can produce results that can’t be discerned from professional tool.
Visual Appeal and Emotional Impact on the Audience Interest of Information Systems Students at Universitas Internasional Batam: A Comparison between Anime and Live-Action One Piece in Batam Kennedy, Kalon; Deli, Deli; Wibowo, Tony
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol. 5 No. 1 (2025): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/conescintech.v5i1.10512

Abstract

This study examines the influence of visual appeal and emotional impact on audience interest in students of Information Systems at Universitas Internasional Batam, using a comparison between the anime and live-action versions of One Piece. The research aims to determine which version—2D anime or 3D live action—has a more significant effect in attracting viewers through visual aesthetics and emotional delivery. A quantitative and qualitative approach was used, involving 271 respondents through a Likert-scale questionnaire. Data were analyzed using SPSS 3, including validity, reliability, normality, multicollinearity, heteroscedasticity, and hypothesis testing. The results indicate that both visual appeal and emotional impact significantly influence audience interest, with emotional impact showing a slightly stronger effect. Additionally, qualitative feedback reveals that anime is favored for its artistic visual and storytelling depth, while live-action is appreciated for its realism and emotional expression. This research provides insights into how different forms of media presentation can affect viewer engagement, which is useful for content creators and media producers.
Exploring the Indonesian Judicial System: Design and Development of 2D Assets for Video Games Using Research and Development Methodology Wibowo, Tony; Evans, Felix; Livianti, Fiona; Syahputra, Bayu
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 2 (2024): Vol. 6 (2024) No. 2
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i2.214

Abstract

Indonesia’s judicial system is a complex structure filled with intricate elements that make it a whole institution for administering justice. Video games can allow people to engage with it and help explore Indonesia's judicial system interactively and uniquely. 2D assets significantly impact video games as they can enhance the playing experience and overall quality of the game. The present study aims to design and develop 2D game assets for the development of a video game based on the Indonesian judicial system The development process of the 2D assets will utilize a research and development methodology to ensure that the designed assets not only meet aesthetic standards but also accurately reflect the cultural and procedural aspects of the judicial system, thereby enriching the educational value of the game. Through this, we posit that the video game can serve as an effective tool for educating the younger generation about the Indonesian judicial system and potentially inspire interest in the field of law and justice.
Perancangan dan Implementasi Website Company Profile di PT. Mitra Sukses Travelindo Sama, Hendi; Selina; Wibowo, Tony
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10671

Abstract

Industri pariwasata merupakan sektor yang penting bagi masyarakat dalam rangka memenuhi kebutuhan akan perjalanan wisata. Pertumbuhannya didorong oleh berbagai faktor utama seperti infrastruktur daerah yang memadai, perencanaan sumber daya yang optimal, peningkatan minat dan partisipasi aktif masyarakat serta perkembangan teknologi yang mendukung aktivitas wisata. PT. Mitra Sukses Travelindo merupakan perusahaan yang bergerak di bidang jasa pariwisata, menyediakan layanan kebutuhan wisata seperti paket wisata, pemesanan tiket, transportasi, hotel, serta pengurusan dokumen perjalanan. Namun, media promosi digital berupa website yang dimiliki perusahaan dinilai kurang optimal terutama dari segi visualisasi tampilan dan penyampaian informasi layanan. Oleh karena itu, diperlukan perancangan dan pengembangan ulang website company profile guna meningkatkan kualitas layanan digital, memperkuat kehadiran perusahaan, serta meningkatkan daya saing perusahaan. Dengan perancangan website company profile yang lebih optimal, perusahaan dapat menyediakan platform digital berupa website yang lebih responsif, modern dan mampu menyampaikan informasi secara efektif kepada pengguna untuk meningkatkan kepercayaan pelanggan, memperluas jangkauan pasar secara daring serta memperkuat citra digital perusahaan.
Perancangan Dan Implementasi Yearbook Photo And Editing Di Smps Kristen Tabqha Batam Wibowo, Tony; Andrew, Willson; Pratama, Jimmy
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10692

Abstract

Artikel ini membahas perancangan dan pelaksanaan kegiatan fotografi serta penyuntingan untuk buku tahunan di SMPS Kristen Tabqha Batam sebagai respons terhadap keterbatasan tenaga fotografer yang memengaruhi kualitas dokumentasi. Kegiatan dimulai dengan perencanaan tema melalui diskusi bersama pihak sekolah, dilanjutkan dengan pencarian referensi gaya dan pose dari Pinterest, serta penentuan lokasi pemotretan yang sesuai konsep. Proses produksi mencakup pengambilan gambar menggunakan teknik fotografi yang tepat, pengolahan digital melalui Adobe Photoshop dan Lightroom, hingga evaluasi hasil bersama pihak sekolah. Hasil akhir menunjukkan foto-foto yearbook yang tematik dan mencerminkan karakter siswa dengan konsep seperti Old Money, Black and White, dan Streetwear. Kolaborasi antara mahasiswa dan sekolah tidak hanya memperkuat proses dokumentasi, tetapi juga memberikan pengalaman praktis bagi mahasiswa dan menghasilkan dokumentasi visual berkualitas bagi sekolah. Kegiatan ini diharapkan menjadi model kolaborasi edukatif yang dapat diterapkan di lingkungan pendidikan lainnya.
PERANCANGAN DAN IMPLEMENTASI FILM PENDEK NATAL DI SMPS KRISTEN TABQHA BATAM Arispratama, Jefrry; Wibowo, Tony; Pratama, Jimmy
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10695

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan merancang dan mengimplementasikan film pendek bertema Natal di SMPS Kristen Tabqha Batam sebagai media edukatif yang mampu menyampaikan nilai-nilai spiritual dan sosial secara efektif kepada siswa. Proses pelaksanaannya diawali dengan diskusi dan kolaborasi antara tim produksi dan pihak sekolah untuk memahami kebutuhan serta menyusun konsep cerita yang relevan. Pendekatan Multimedia Development Life Cycle (MDLC) digunakan untuk memastikan proses produksi berlangsung sistematis, mulai dari perencanaan, pengembangan naskah, produksi, hingga evaluasi hasil akhir. Hasilnya adalah film berjudul Beyond Grades yang mengangkat tema kasih, damai, dan harapan, dan yang diperankan langsung oleh siswa setempat. Film ini tidak hanya memperkuat pemahaman siswa terhadap makna Natal, tetapi juga meningkatkan kualitas interaksi dan kolaborasi antara sekolah dan mahasiswa universitas yang turut berperan aktif dalam proses pembuatan. Melalui kegiatan ini, diharapkan mampu memberi inspirasi mengenai pentingnya media visual dalam pendidikan berbasis nilai dan memperluas wawasan tentang pemanfaatan media digital untuk media pembelajaran yang kreatif dan bermakna.
Video Profile Peminatan Psi Wibowo, Tony; Rianti, Angelina; Pratama, Jimmy
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10813

Abstract

Kegiatan pengabdian kepada masyarakat berupa pembuatan video profil merupakan salah satu strategi komunikasi visual yang efektif dalam memperkenalkan peminatan atau program studi kepada khalayak luas. Dalam konteks ini, video profil peminatan Pemrograman Sistem Informasi (PSI) dirancang sebagai media promosi dan informasi yang bertujuan untuk meningkatkan pemahaman serta ketertarikan mahasiswa dan calon mahasiswa terhadap cakupan, tujuan, serta prospek dari peminatan PSI. Proses pengembangan video ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu concept, design, material collecting, assembly, testing, dan distribution. Setiap tahapan dilakukan secara sistematis untuk menghasilkan produk multimedia yang informatif, menarik, dan sesuai dengan identitas program studi. Selain itu, video ini juga memperhatikan elemen teknis seperti kualitas visual, audio, pencahayaan, serta storytelling untuk membentuk citra yang positif dan representatif. Hasil akhir dari proyek ini diharapkan dapat menjadi alat bantu branding digital yang mendukung strategi komunikasi Program Studi Sistem Informasi secara keseluruhan.
Company Profile, Digital Transfo Perancangan dan Implementasi Back End Website Company Profile PT. Trudigen Indonesia Berkah Salim, Leon; Liang, Suwarno; Wibowo, Tony
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10880

Abstract

Perkembangan transformasi digital mendorong perusahaan untuk memiliki sistem informasi yang andal guna menunjang kredibilitas dan operasional bisnis. PT Trudigen Indonesia Berkah, sebagai perusahaan yang bergerak di bidang teknologi, memerlukan website company profile yang tidak hanya menampilkan informasi perusahaan, tetapi juga memiliki sistem back end yang mendukung pengelolaan konten secara efisien. Namun hingga awal tahun 2025, perusahaan belum memiliki platform digital yang representatif dan mudah dikelola. Melalui kegiatan kerja praktik ini, dilakukan perancangan dan implementasi back end website company profile menggunakan WordPress. Proses pengembangan meliputi analisis kebutuhan sistem, konfigurasi fitur-fitur manajemen konten, dan pengaturan akses pengguna. Pengujian dilakukan dengan metode black box untuk memastikan seluruh fungsi berjalan sesuai harapan. Hasil akhir menunjukkan bahwa sistem back end yang dibangun dapat meningkatkan efektivitas pengelolaan website serta memperkuat citra profesional PT Trudigen Indonesia Berkah di dunia digital.
Gen Z’s Motivations and Expectations for Digital Game Development in Indonesia Wibowo, Tony; Tan, Dennis Sidartha; Cen, Li; Kho, Mega Hardianti
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/n5bm1e66

Abstract

The rapid growth of Indonesia’s digital economy positions the gaming industry as a key driver of innovation and sustainable engagement. This study analyzes the motivations and expectations of Gen-Z in playing video games and examines how tech driven innovation including Artificial Intelligence (AI) and Internet of Things (IoT) enhances user experience and digital sustainability. Using an exploratory sequential design, the research combines qualitative exploration with quantitative correlation analysis through SPSS software. The results reveal that achievement motivation significantly correlates with expectations for rewards, exploration, and skill development; escapism motivation relates to expectations of immersive experiences; and social motivation correlates with expectations for interactive and emotionally engaging features. These relationships highlight how Gen-Z values both personal accomplishment and meaningful digital interaction. The findings demonstrate that Gen-Z’s gaming behavior is not solely for entertainment but also represents technology-enabled engagement supporting sustainable digital ecosystems. The study offers strategic insights for game developers, educators, and policymakers to leverage technology in fostering creativity, collaboration, and growth aligned with SDG 4 (Quality Education), SDG 8 (Decent Work and Economic Growth), and SDG 9 (Industry, Innovation, and Infrastructure).