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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.
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.
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.
Pengembangan Line Sticker Sebagai Pemasaran Video Game Pada Leturn: Defense Of Magic Menggunakan Metode R & D Wibowo, Tony; Lee, Priscelia
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 11, No 1 (2022): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v11i1.3125

Abstract

Stiker merupakan media informasi visual digital yang digunakan untuk bertukar pesan yang terdapat di aplikasi messenger, salah satunya adalah LINE. LINE Sticker ada banyak jenis, seperti stiker pesan, animasi, kustom, dan juga jumbo. Dengan adanya stiker sebagai informasi visual, pertukaran pesan di dunia digital menjadi lebih mudah dimengerti. Peneliti akan merancang LINE Sticker dengan metode R D (Research Development) menggunakan aplikasi ilustrasi digital yakni, Medibang Paint Pro. Rancangan karakter stiker ini dibuat dengan referensi yang ada pada karakter video game Leturn: Defense of Magic (LDoM). Pengumpulan data diambil dari hasil observasi, wawancara, serta research market. Luaran dari rancangan ini adalah satu set LINE Sticker chibi dengan jumlah 16 buah stiker. Stiker tersebut dibuat dengan 2 gender berbeda, dengan perbandingan 6 buah stiker perempuan, 7 buah stiker laki-laki, dan 3 buah stiker pasangan. Pengembangan LINE Sticker dapat menjadi salah satu upaya pemasaran video game LDoM. Stiker ini diharapkan dapat memudahkan para pengguna dalam menyampaikan informasi.Kata kunci : Digital Marketing, Game, LINE Stiker, R D.
Studi Video Game Sebagai Media Informasi Interaktif Terhadap Kesadaran Terhadap Penyakit Mental Studi kasus Heavy Rain Wibowo, Tony; Hendry, Edi
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 10, No 1 (2021): Smart Comp : Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v10i1.2232

Abstract

Cara dalam pengembangan video game saat ini sangat beragam salah satunya adalah dengan menggunakan naratif yang kuat. video game saat ini juga banyak mengandung isu-isu sensitif seperti isu kesehatan mental dalam naratifnya. Penelitian ini bertujuan untuk melihat apakah video game bisa digunakan sebagai media edukasi untuk isu kesehatan mental secara spesifik dengan melakukan studi inisial. Penelitian tersebut berjalan selama 24 hari dengan cara mengekspos dengan menggunakan video game play dalam video game dan memberikan kuesioner mengenai video game tersebut kepada para responden dengan jumlah sebesar 25 responden yang sebelumya belum terekspos dengan video game. Cara pengujian pada penelitian ini yaitu dengan membandingkan pandangan responden mengenai isu kesehatan mental sebelum dan sesudah terekspos video game dan mengkuantifikasi respon yang diterima dengan melakukan kodifikasi. Hasil penelitian menunjukkan bahwa konsensus setuju dengan video game bisa digunakan sebagai media edukasi terhadap isu kesehatan mental. Disamping itu, ditemukan bahwa video game dapat berpengaruh secara jangka pendek namun tidak untuk jangka panjang sehingga diperlukannya penelitian lebih lanjut mengenaik hal tersebut.
Evaluating the Effectiveness of a 2D Mindfulness Meditation Animation in Enhancing Student Creativity in Batam City Pratama, Jimmy; Fenky, Fenky; Wibowo, Tony
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 15 No. 2 (2025): Tekno-Pedagogi
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/teknopedagogi.v15i2.49503

Abstract

This study aims to evaluate the effectiveness of a 2D mindfulness meditation animation in enhancing students’ creativity at higher education institutions in Batam City through perceived perception. This study is considered important since mindfulness activities have been widely recognized for improving one’s ability to concentrate, reduce stress, and foster creativity, yet limited studies have explored its integration through digital animation media. The research applied a descriptive qualitative approach using the MDLC model, which consists six phases: concept, design, material collecting, assembly, testing, and distribution. Data were gathered through open-ended interviews with 20 university students who watched the developed 2D animation, analyzed descriptively to explain participants’ perceptions and response. The results indicate that 65% of participants experienced better relaxation and focus, while 62% reported increased motivation for creative thinking after viewing the animation. The synchronized narration, soft pastel visuals, and calm pacing effectively supported mindfulness engagement, although the short duration limited deeper relaxation. The findings suggest that mindfulness-based animation can serve as an alternative learning medium to promote emotional balance and cognitive readiness. The novelty of this study lies in combining mindfulness practice and educational animation to enhance creativity among non-psychology students in Indonesia. These findings imply that the integration of mindfulness principles into interactive learning media can enrich educational innovation and mental well-being in higher education.
NetGuardians: Lightweight Serious Game for Cybersecurity Education Tan, Tony; Jong, Ricky; Febrianto; Wibowo, Tony
Journal of Games, Game Art, and Gamification Vol. 11 No. 1 (2026)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v11i1.14543

Abstract

This paper presents NetGuardians, an interactive narrative-driven serious game designed to support cybersecurity awareness among high school students. As cybersecurity threats continue to increase, particularly affecting young learners, there is a growing need for engaging educational approaches that can introduce essential digital security concepts in an accessible manner. NetGuardians focuses on three fundamental topics: recognizing phishing attacks, promoting strong password practices, and understanding the risks associated with public Wi-Fi usage. The game was developed using the Game Development Life Cycle (GDLC) methodology and integrates storytelling, interactive quizzes, and real-life case scenarios. In addition, a comparative analysis was conducted with existing cybersecurity educational games, including Riskio, CyberHero, and CSRAG, to examine differences in content focus, engagement strategies, and academic design approaches. To explore students' learning experiences, qualitative data were collected through interviews with 25 high school students. The interview questions, based on concepts from serious games and game-based learning literature, focused on perceived learning, engagement, cybersecurity awareness, and digital decision-making. The qualitative findings suggest that participants reported increased cybersecurity awareness, especially regarding phishing and password security, and found the narrative and interactive elements helpful in understanding the material. However, due to the qualitative nature of the study and the lack of empirical learning measurements, the educational impact remains inconclusive. The study concludes that NetGuardians shows potential as a narrative-based tool for cybersecurity education, but further development and quantitative evaluation are needed to confirm its effectiveness.
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.