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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.
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.
Using Text-Based Interactive Games as a Tool for Studying Decision Making Patterns Tan, Tony; Wibowo, Tony; Walvinson, Riyaldi
JUITA: Jurnal Informatika JUITA Vol. 14 Issue 1, March 2026
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/juita.v14i1.28331

Abstract

Decision making is a key factor in student success and wellbeing. Yet little is known about how interactive games foster reflection on daily habits. This study examined the influence of the text-based game A Day at Home on university students’ free-time activities, satisfaction, and intentions to change habits. A qualitative descriptive design was applied with 29 participants aged 18–25 who completed pre- and post-game questionnaires. Data were analyzed thematically and supported by descriptive statistics. The findings show that most students (52 %) reported consistency between their real-life and in-game free-time activities, while 35 % noted differences. Satisfaction with free-time use remained unchanged for 65.5 % of students but decreased for 34.5 %, indicating greater self-awareness and critical evaluation of current routines. Nearly half (48.3 %) expressed new or stronger intentions to adopt healthier behaviors, such as exercising more or reducing gaming. These results suggest that although the game did not alter habits for the majority, it provided a reflective tool that encouraged students to assess their routines and consider alternatives. The study concludes that text-based interactive games offer a promising approach to support reflection, motivate behavioral change, and enhance student wellbeing in higher education.