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Eksperimen Pengaruh Layout, Color Scheme, dan Typography dalam Meningkatkan Efektivitas Situs Web Pemerintah di Kota Batam Li Cen; Rismayana Rismayana; Tony Tan
Jurnal Infomedia: Teknik Informatika, Multimedia, dan Jaringan Vol 10, No 2 (2025): Jurnal Infomedia
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jim.v10i2.8215

Abstract

The rapid development of digital governance has positioned government websites as essential tools for delivering information and services to citizens. This study evaluates the effectiveness of official websites of regional government offices (Organisasi Perangkat Daerah/OPD) in Batam City across six indicators: task completion time, user satisfaction, layout, color, typography, and success rate. Data were collected from 135 respondents who were assigned tasks on nine OPD websites, and results were analyzed using descriptive statistics and one-way ANOVA. The findings reveal that while most indicators showed variation among websites, only the success rate differed significantly across OPDs (F = 5.21; p 0.05). Other indicators, including task time, satisfaction, and visual aspects, did not demonstrate statistically significant differences. These results highlight that the ability of users to successfully complete assigned tasks remains the most decisive factor for website effectiveness, while aesthetic elements play a secondary role. The study suggests that standardizing navigation structures and information design across OPD websites could improve user experiences and ensure consistent performance. Future research should expand to include mobile usability and accessibility for vulnerable groups to support inclusive digital public services.
The Development of Simulation-Based Approach to Depression and Family Relationships in Indonesia Li Cen; Danel Smile; Darren Darren; Herman
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 5 (2026): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i5.1993

Abstract

This research presents the development of Ruang Hampa, a web-based narrative simulation game designed to foster empathy and understanding of depression experiences within Indonesian family contexts. The game employs a choice-driven narrative approach in which players experience the daily challenges of a university student coping with depression while navigating complicated family relationships. The development methodology integrates the ADDIE model with User-Centered Design (UCD) principles, combining UI/UX design principles with narrative-driven gameplay mechanics utilizing mental energy and relationship management systems. The game architecture uses TypeScript for development and implements a state machine pattern for story progression through 15 interconnected narrative nodes with 45 branching choices. Key findings demonstrate that the simulation successfully translates abstract mental health concepts into tangible, interactive experiences offering three distinct endings based on player choices. The mental energy mechanic serves as a quantifiable representation of psychological well-being, while relationship values track family communication dynamics. This study contributes to the growing field of serious games for mental health by demonstrating how interactive narratives can address culturally specific challenges in Indonesian family structures. The minimalist pixel art aesthetic and retro design elements enhance the introspective atmosphere while maintaining accessibility across web platforms. Technical achievements include a 2,500-line TypeScript codebase with average load times of 2.3 seconds and successful deployment to production. Future implementations should incorporate user testing to validate the game's therapeutic effectiveness and cultural sensitivity, providing empirical evidence of its potential as an educational tool for mental health awareness in Indonesian communities.
Video Game Payment Trends: A Comparative Study Of Traditional Transactions And Microtransactions Tony Wibowo; Victor Fernando; Li Cen
INSERT : Information System and Emerging Technology Journal Vol. 7 No. 1 (2026)
Publisher : Information System Study Program, Faculty of Engineering and Vocational, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/insert.v7i1.104156

Abstract

Abstrak Industri video game telah mengalami perkembangan pesat dengan munculnya berbagai model monetisasi, termasuk pembelian langsung dan mikrotransaksi. Secara global, mikrotransaksi menjadi dominan, namun penelitian yang menyoroti persepsi gamer di Indonesia terhadap kedua model ini masih terbatas. Penelitian ini bertujuan untuk menganalisis preferensi gamer Indonesia terhadap pembelian langsung dan mikrotransaksi, dengan fokus pada persepsi nilai, pengalaman bermain, keadilan, serta pola pengeluaran jangka panjang. Metode penelitian menggunakan pendekatan campuran yang menggabungkan survei kuantitatif terhadap 300 responden dengan analisis kualitatif dari pertanyaan terbuka. Hasil analisis kuantitatif dengan uji Wilcoxon Signed-Rank menunjukkan bahwa pembelian langsung lebih disukai dibandingkan mikrotransaksi. Model ini dipandang lebih adil, transparan, memberikan rasa kepemilikan, serta kepuasan psikologis yang lebih besar. Sebaliknya, mikrotransaksi dinilai kurang menarik karena cenderung menimbulkan perilaku impulsif, penyesalan, dan kekhawatiran etis seperti sistem pay-to-win serta mekanisme eksploitatif. Namun demikian, analisis kualitatif menunjukkan adanya perspektif berbeda, di mana sebagian pemain tetap mengapresiasi fleksibilitas, aksesibilitas, serta faktor emosional seperti kesenangan, interaksi sosial, dan pengalaman aliran yang ditawarkan oleh mikrotransaksi. Temuan ini memberikan kontribusi terhadap pemahaman konteks lokal sekaligus menekankan pentingnya desain monetisasi yang etis dan transparan. Abstract The video gaming industry has experienced significant growth, particularly with the emergence of various monetization models, such as outright purchases and microtransactions. Globally, microtransactions have gained prominence; however, limited research has explored perceptions of these models within Indonesia. This study sought to examine Indonesian gamers' preferences between outright purchases and microtransactions, with a focus on value perception, gameplay experience, fairness, and long-term spending patterns. A mixed-methods approach was utilized, integrating quantitative survey data from 300 respondents with qualitative insights obtained through open-ended questions. Quantitative analysis, employing the Wilcoxon Signed-Rank Test, indicated a stronger preference for outright purchases, which are associated with greater fairness, transparency, ownership, and psychological satisfaction. Conversely, microtransactions are perceived less favorably, often linked to impulsive behavior, regret, and ethical concerns, such as pay-to-win systems and exploitative mechanisms. Nonetheless, qualitative findings revealed nuanced perspectives, indicating that some players appreciate the flexibility, accessibility, and affective drivers—such as enjoyment, social interaction, and flow experiences—provided by microtransactions. The study contributes to a deeper understanding of monetization strategies in the Indonesian context, while emphasizing the importance of ethical and transparent design in fostering positive player experiences.