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Gamers Acceptance of Nintendo's Ring Fit as Exergaming and Gamified Learning Tool Wibowo, Tony; Tara, Encik Mohammad Habib; Ardhatama, Farrel; Cen, Li
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.523

Abstract

Background: Obesity continues to be a worldwide issue, worsened by sedentary lifestyles and excessive screen exposure. Exergames, which merge physical activity with interactive gaming, offer a creative approach to encouraging fitness and education. Nintendo’s Ring Fit Adventure combines movement-based gameplay with goal-driven challenges that enhance motivation, engagement, and aspects of self-regulated learning (SRL).Aims: This study investigated how Ring Fit Adventure is accepted as both an exergame and a gamified educational tool, highlighting its contribution to fostering self-regulated learning (SRL) behaviors such as setting goals, self-monitoring, and reflection. This study utilized the Technology Acceptance Model (TAM) alongside the DeLone and McLean Information Systems Success Model (D&M) to determine the factors that affect users' perceptions and intentions.Methods: An experimental qualitative study was conducted with 50 students from Universitas Internasional Batam, who were intentionally selected. The participants played Ring Fit Adventure for 30 minutes and were then interviewed using TAM and D&M frameworks. Data collected from observations and interviews were descriptively analyzed to assess perceived usefulness, ease of use, system quality, satisfaction, and behaviors related to self-regulated learning (SRL).Results: Results showed that the participants found Ring Fit to be engaging, user-friendly, and motivating. The game's feedback mechanism and adaptable challenges promote self-regulation by encouraging goal setting and performance tracking. Minor issues with the sensors did not significantly affect user satisfaction.Conclusion: Ring Fit Adventure successfully combines fitness, entertainment, and self-directed learning aspects. By promoting independence, introspection, and ongoing involvement, exergaming has the potential to improve both physical well-being and the intrinsic drive for lifelong learning.
CRAFTING AN INTERACTIVE VIDEO GAME COURT SYSTEM FOR MORAL DEVELOPMENT AND LEGAL INSIGHT Wibowo, Tony; Adnas, Diny Anggriani; Mulyanto, Mulyanto; Marvel, Alberta Adeline
ZONAsi: Jurnal Sistem Informasi Vol. 7 No. 1 (2025): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Januari 2025
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v7i1.24145

Abstract

This paper explores the use of the Game Development Life Cycle (GDLC) in creating a hybrid game that integrates visual novel storytelling with match-three puzzle mechanics. The visual novel emphasizes player decision-making and narrative immersion, while the puzzle element adds strategic challenges that propel the story. GDLC's structured phases facilitated efficient teamwork, resource management, and iterative testing throughout development. The findings highlight GDLC's effectiveness in merging diverse game genres, creating an engaging experience for varied audiences. Given the declining popularity of standalone puzzle games, this approach demonstrates how puzzle mechanics can enhance broader gameplay structures, enriching narrative flow and player engagement. The study also examines the challenges of combining visual novels and puzzles, alongside cultural considerations for addressing societal issues in Indonesia. This research underscores GDLC's potential for cross-genre innovation and invites future exploration into player-driven narratives and dynamic content in game design.
Video Game dan Iman Katolik: Studi Kualitatif ‘That Dragon, Cancer’ pada Kalangan Misdinar di Kota Batam Wibowo, Tony; Saribu, Aloysius Edward Marselino Dolok
Serat Rupa: Journal of Design Vol 7 No 1 (2023): SRJD - JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i1.5797

Abstract

Video games are a means of entertainment especially among children and adolescent, including acolyte. Several video games use narration as dialogue to convey the story in video games. One of the video games that heavily focused on narrative is the video game That Dragon, Cancer. This video game tells of a family who has a child who has brain cancer. In that video game, it shows struggle of each family member deal with it in a surreal and enigmatic visual presentation. This study aims to prove is it possible to have positive view on Cotholic faith among acolytes by playing the video game That Dragon, Cancer. This study involved 30-acolyte which all of them play the video game without context and then we interviewed them. We found that the video game That Dragon, Cancer could create positive views of Catholic faith through narratives and video game design that show us to accept death and belief in God.
Pengembangan Digital Art sebagai Asset Video Game Moral Edukasi menggunakan RND Jaslina, Jaslina; Wibowo, Tony
Serat Rupa: Journal of Design Vol 8 No 1 (2024): SRJD - JANUARI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v8i1.6485

Abstract

One of the forms produced by digital images is Digital Art: the artwork thatwas created using digital technology or a computer. Digital art has becomean important element in video game development. The uniqueness of avideo game, aesthetically, depends on digital art usage as a game asset, suchas for the avatar of the video game character used. In the development ofeducational video game prototypes with moral topics aimed at Indonesianhigh school students, digital art that displays diverse cultural and ethniccharacteristics is needed so that the delivery of the material presented isimmersive to players. This study uses the RND approach, where theResearch approach uses qualitative methods in the form of observing the physical characteristics of each ethnic group and the Development approachuses the PDDIE (Planning, Design, Development, Implementation,Evaluation) method. The results of the design and development of digitalart are then applied in educational moral video games as character assets.The application of digital art as a moral education video game design assetto students makes learning more immersive and enjoyable.
Usage of Blockchain to Ensure Audit Data Integrity Wibowo, Tony; Christian, Yefta
EQUITY Vol 24 No 1 (2021): EQUITY
Publisher : Department of Accounting, Faculty of Economics and Business, Universitas Pembangunan Nasional Veteran Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34209/equ.v24i1.2357

Abstract

Usage of technology to help finance audit process is not a new instance. But since the rise of 4th industrial revolution and emergence of smart technology relatively in a short period of time, adopting technology have its challenges and drawbacks. Data Integrity has been an issue for finance audit process because digital data is easy to tamper. This condition makes audit process become difficult and potential of audit fraud is high. In this study we would like to explore usage blockchain technology as future database engine for AIS. Blockchain as a technology relatively unheard before cryptocurrency albeit its advanced technology in data storage to ensure data integrity. We will explore the advantages and risk in adopting blockchain as well as current state of academics and technology regarding blockchain adoption.
EXPLORATORY STUDY OF HOW GACHA SYSTEM IN MOBILE VIDEO GAME AFFECT PLAYER’S ENJOYMENT: A CASE STUDY OF INDONESIA Andriyanto, Andriyanto; Wibowo, Tony
Jurnal Cahaya Mandalika ISSN 2721-4796 (online) Vol. 4 No. 1 (2023)
Publisher : Institut Penelitian Dan Pengambangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jcm.v4i1.1375

Abstract

Gacha may sound familiar to our ears, even gacha in a video game is a common thing to know for players in this generation. There are certain reasons why players can feel some kind of unique excitement when playing a video game that has a gacha element. In this research, we’ve analyzed the fun factors experienced by players when playing gacha-based video games using the SEM method. Based on the results that have been obtained specifically from a total of 230 respondents, Expectation of Announcement strongly influences Gacha and Satisfaction of Announcement slightly influences Gacha. Therefore, players can feel enjoyed and more excited because of how the gacha system is implemented in a video game that is played. In addition, even when rolling the gacha itself is one of the things that can be enjoyed by players.
Analysis of the Use of Distance Learning Technology in Universities in the Riau Islands Province with the Technology Acceptance Model (TAM) Sama, Hendi; Wibowo, Tony; Tukino
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.5836

Abstract

The problem that is the focus of the research is the use of distance learning technology at universities in the Riau Islands Province using the Technology Acceptance Model approach. This research aims to analyze user perceptions on ease of use, usability, usage behavior, and use of distance learning technology. This research aims to determine user perceptions of distance learning technology in universities in the Riau Islands Province. Apart from that, this research also aims to evaluate the influence of the ease of use perspective, usability perspective, and usage behavior on the use of distance learning technology. The research results show that research respondents, who are academics and staff at universities in the Riau Islands Province, have a high perception of distance learning technology. From the test results, it was found that there was no significant influence between the ease of se perspective and the usability perspective on the use of distance learning technology. However, usage behavior has a significant influence on the use of distance learning technology. Apart from that, these three variables together have an influence of 69.70% on the use of distance learning technology.
Perancangan dan Implementasi Frontend Website Wrofile PT. Jaya Lub Sindo Christian, Yefta; Sonia, Monica; 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.v7i01.10874

Abstract

PT. Jaya Lub Sindo adalah sebuah perusahaan distributor yang bergerak di bidang penjualan ban, pelumas (lubricant) mobil, dan aki di Batam. Akan tetapi, PT. Jaya Lub Sindo saat ini belum memiliki sebuah situs web profil perusahaan sebagai media informasi digital untuk menyampaikan informasi perusahaan kepada publik. Di zaman perkembangan teknologi ini, penggunaan internet semakin meluas, baik dalam dunia industri maupun untuk kebutuhan pribadi. Dengan mengembangkan situs web profil perusahaan dengan kerangka kerja CodeIgniter 3, calon pelanggan dan mitra bisnis akan memiliki akses mudah untuk mengenal perusahaan dan layanan yang ditawarkan. Proses perancangan situs web profil perusahaan terdiri dari observasi, wawancara, dan dokumentasi yang termasuk dalam tahap pengumpulan data. Metode yang digunakan dalam perancangan situs web ini adalah metode Agile Scrum.
An Exploratory Study of Video Game Pricing in the Southeast Asian Market Wibowo, Tony; Sandriawan, Elfan; Eryc
ULTIMA InfoSys Vol 16 No 2 (2025): Ultima InfoSys : Jurnal Ilmu Sistem Informasi
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/si.v16i2.4456

Abstract

This exploratory study examines optimal video game pricing within the Southeast Asian market from the perspective of gamers. Employing a two-phase quantitative analysis of 405 respondents across six nations—Indonesia, Malaysia, Singapore, Thailand, the Philippines, and Vietnam—the study identifies a consistent psychological pricing framework. Key findings reveal two stable price thresholds: a normative expectation of approximately USD 20 for indie titles and an upper limit of USD 40–60 for premium AAA games. The research confirms a significant market transition from price sensitivity to value sensitivity, where developer reputation and production quality directly influence price acceptance. Furthermore, the study substantiates the emergence of a "premium indie" category, indicating consumers are willing to invest more in independent games that demonstrate high levels of trust, quality, and artistry. These insights offer crucial guidance for developers and publishers, highlighting the need for localized pricing strategies that respect established value perceptions while adjusting for regional purchasing power. This study addresses a notable gap in the literature concerning consumer pricing behavior in the rapidly growing Southeast Asian gaming market.
Enhancing Computational Thinking through a 2D Block-Coding Game: A Comparative GDLT–TAM Study in Elementary Education Wibowo, Tony; Wilson, Wilson; Gernaldi, Kevin; Simanjuntak, Fredian
International Journal of Informatics, Information System and Computer Engineering (INJIISCOM) Vol. 7 No. 2 (2026): INJIISCOM: VOLUME 7, ISSUE 2, DECEMBER 2026 (Online First)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The aims of this study was to develop and evaluate a 2D block- coding educational game designed to introduce computational thinking concepts to elementary school students. The game was developed using the Game Development Life Cycle Theory (GDLT), while its acceptance was evaluated using the Technology Acceptance Model (TAM), focusing on perceived usefulness, ease of use, attitude, and behavioral intention. The study involved 122 students from grades 3 and 6, divided into two groups: Group A received instructional guidance before gameplay, while Group B played the game without guidance. Data were collected through classroom observations and semi-structured interviews and analyzed using deductive thematic analysis based on the TAM framework. The results showed clear differences between the two groups. Group A demonstrated faster understanding of block- coding concepts, required fewer attempts to complete levels, and exhibited more consistent learning progress. In contrast, Group B experienced a longer adjustment period and relied more on trial- and-error learning. Group A also perceived the game as more useful and easier to use, and showed a stronger intention to continue using it. Overall, the findings indicate that the proposed game is an effective tool for introducing computational thinking in elementary education and highlight the importance of combining instructional guidance with game-based coding to enhance learning effectiveness and user acceptance.