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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.
MENJELAJAHI PENGALAMAN PEMAIN DALAM GAME HOROR AMBIENT SUREALISME DENGAN METODE GDLC DAN EKSPERIMEN Wibowo, Tony; Joyce, Joyce; Andrew, Willson; Arispratama, Jefrry; Rianti, Angelina; Pratama, Jimmy
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 9 No 1 (2026): Jurnal SKANIKA Januari 2026
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v9i1.3653

Abstract

As the popularity of horror games continues to grow, understanding the role of atmospheric elements such as ambience and surrealism in shaping fear and players’ emotional engagement has become an important yet underexplored area of study. This research aims to examine the relationship between surrealism, ambience, and fear in horror games through an experimental case study set in an environment inspired by Southeast Asia. Using a qualitative approach, the study involved 128 participants who played a game developed by the researcher and participated in in-depth interviews to explore their emotional experiences. Findings from the 128 participants indicate that audio elements are the most dominant factor in eliciting fear, particularly sounds such as creaking doors, environmental noises, silence, and dripping water. Visual elements, including dim lighting, narrow corridors, and decaying environments, serve as supporting components that enhance the surreal and immersive atmosphere. These findings suggest that effective horror is more strongly constructed through subtle ambience and psychological cues rather than explicit visual threats, demonstrating that audio- and psychologically driven design approaches effectively enhance player immersion and emotional engagement.
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.
Gamification Design in Online Risk Management to Enhance Employee Awareness Firmansyah, Muhamad Dody; Jonathan, Jonathan; Wibowo, Tony
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 15 No. 02 (2026): MAY
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v15i02.2566

Abstract

Organizations increasingly require effective approaches to strengthen employee awareness of operational risks, yet conventional training methods often lack engagement and fail to support sustained learning. This study aimed to design and evaluate a gamified risk-management learning prototype that integrates interactive features with structured instructional content. The research focused on early-stage development and formative evaluation because existing workplace learning research has not sufficiently explored the feasibility of gamification in risk-related training. The study employed the first three stages of the 4D R&D model: Define, Design, and Develop to create the prototype, followed by a descriptive quantitative evaluation involving 82 participants. Data were collected using an online questionnaire adapted from validated instruments measuring usability, content clarity, interactivity, and user satisfaction. The results showed consistently high mean scores across all constructs, indicating positive user perceptions of the prototype’s interface, clarity of information, and engagement generated by gamified elements. Cronbach’s Alpha (0.985) confirmed excellent internal consistency, and correlation analysis demonstrated strong relationships among clarity, interactivity, and satisfaction. Overall, the findings suggest that gamification can serve as a feasible and engaging approach for risk-management learning in organizational contexts. The study provides early empirical evidence supporting further refinement, broader implementation, and more extensive testing of gamified learning systems for workplace risk awareness.