cover
Contact Name
Dewi Novianti
Contact Email
jggag@binus.edu
Phone
+62217202222
Journal Mail Official
jggag@binus.edu
Editorial Address
https://journal.binus.ac.id/index.php/jggag/about/editorialTeam
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
JGGAG (Journal of Games, Game Art, and Gamification)
ISSN : -     EISSN : 2548480X     DOI : https://doi.org/10.21512/jggag.v1i1.7241
The Journal of Games, Game Art, and Gamification (JGGAG) is a double-blind peer-reviewed interdisciplinary journal that publishes original papers on all branches of academic areas and communities. Thematic areas include, but are not limited to: Games AI applications for serious games, Alternate reality games, Animation for serious games and virtual worlds, Artifacts and art with purpose, Augmented reality, Case studies in serious games and virtual worlds, Experimental serious games design, Game AI and artificial life, Game-based learning, edutainment and training, Nondigital games, Serious game methodologies Game Art Game design, Multimedia gaming, Serious game art, Serious game design, Virtual characters, Virtual environments Gamification Gamification of Learning, Education and Training, Marketing and Promotion related to gamification, Gamification in Health and Sports. JGGAG publishes scholarly articles, such as original research articles and reviews, position papers, and other critical and creative responses. The average time between submission and final decision is 60 days and the average time between acceptance and publication is 30 days.
Articles 105 Documents
Girls and Assassin’s Creed Veronique Bailey
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7192

Abstract

Assassins Creed is one of the top selling video game franchises], as such it has a marked impact on the worldwide culture of gaming. As interaction designers we have to evaluate the impact that video games have on their users. One way that we can do that is by taking a more feminist approach; feminism naturally goes hand in hand with interaction design as it refers to fulfillment, identity, equity, empowerment and social justice. In this paper I evaluate the user satisfaction of female users as they play Assassin’s Creed (An Action Adventure game) in terms of evaluating their levels of fulfillment, identity, equity and empowerment. 
Using Board Games as Anti-Corruption and Integrity Learning Media Sandri Justiana; Roto Priyono; Eko Nugroho
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7193

Abstract

One of the corruption eradication mandates assigned to the Corruption Eradication Commission (KPK) is to carry out anti-corruption education at each level of education, carry out anti-corruption public campaigns, and promote corruption eradication programmes (Law No 30/2001 on the Corruption Eradication Commission). To make anti-corruption education more effective, alternative media need to be developed that are more interesting and fun but do not detract from the essence and objectives of the learning itself. The KPK developed eight more anti-corruption and integrity board games for a wider audience, including young children, young people, students, educators, business people, and politicians. Board games are an interactive anti-corruption learning media that offer a unique way of looking at something, promote open communication, and challenge the players to work together to achieve results. Board games can be used an alternative learning media to instil anti- corruption values from a young age, and as a media for public anti-corruption promotion and campaign 
Character Development Creativity in Unit Blocks for Visual Spatial Intellegence Improvement of Children with Special Needs Muhammad Imam Tobroni
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7194

Abstract

Autism is a neurodevelopmental disorder that is present from birth or early childhood. People with autism usually have impaired social interaction, difficulties in verbal and non- verbal communication, and repetitive behaviour. One of the forms of autism treatment is therapy. Vision therapy through toys that require concentration and creativity is able to treat autism as it won’t limit the imagination of children with the disorder. Toys usually have their own patterns and programs that tend to limit children’s creativity, imagination and visual and spatial intelligence. This can lead to children’s stress and lack of confidence. A character design on unit block toys is a form of vision therapy. It develops children’s visual and spatial creativity and intelligence. It also helps children to be independent and helps with their perception. Unit blocks consist of pieces of wooden blocks with different shapes and sizes that can form even bigger shapes, based on children’s imagination and ability to design a space or a building. Children’s visual and spatial intelligence help them visualize and notice shapes, colours, spaces, and designs of the unit blocks accurately, modify their surroundings based upon their perceptions, and recreate the aspects of their visual experiences. Playing Lego blocks will help develop the visual spatial intelligence of children with autism as it stimulates their ability to express ideas and to design a character the way they like. 
Paruman The Khemion Master: Learning Chemistry Periodic table with Trading Card game Satrya Mahardhika; Frans Santoso; Nashiruddin Alfath
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7195

Abstract

The purpose of this research is to learn about how IP character can help students remembering their lesson. In this case we apply the research to a subject that majority students having difficulty to learn, it is chemistry. Some students say that chemistry is the hardest subject for them. Some say that the hardest part is to remember codes and elements on chemistry. Even they said it is the most boring subject, and usually they get a bad mark for it. Based on our survey, we find out that most of students having difficulties to study the subject using traditional method. They prefer to learn using graphics, because it is easier to remember the codes. For this case, we create a set of play card that can help students remembering the chemicals codes. Each card has a unique IP Character that resembles chemical element. Writers also add an element, which could make the chemistry lesson easier to understand, that is game. A game rule will be applied on the card game, and it will help student learned chemistry. And to make it more attractive and fun, we also try to put some technology to the game. Using a technology called Augment Reality, we try to engage students more. 
Social Value in Mobile Game Budi Sriherlambang; Liliek Adelina Suhardjono
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7196

Abstract

As technology improves, more and more aspects of games move closer to the human life and activities, including the way people interact and socialize with each other within their community. Pokemon Go is one of those games that utilize the social aspect of its players. This paper aims to maintain that in the process of playing Pokemon Go, the player greatly involve in a social engaging experience, and it is all possible with the help from the visual aid from the visual communication design. 
Character Design in Games Analysis of Character Design Theory Hagung Kuntjara; Betha Almanfaluthi
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7197

Abstract

A character plays an important role in game sales on an application store. The first thing people notice when choosing a certain genre of a game on the application store is the character. Character appears in a game visual icon, alongside the name of the game and some stars representing the rating and the number of download. By looking at the game character, people will be able to tell the game genre and type, also the targeted users. Advanced technology might allow a game to develop better but analyzing the game character from its art and design aspect is also needed for it to be successful in the market. This paper will explain character design development and its art and design aspect using constructive method. The analysis can be used for better understanding on how games designers work and come up with the right idea of a game’s characters based on the game’s general idea. 
Character Design for Educational Games “Caring for The Urban Forest in Jakarta” Tunjung Riyadi
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7198

Abstract

The existence of the urban forest in Jakarta become a valuable asset for its residents. Unfortunately, the urban forest less aware of its existence. This unconsciousness due to lack of information about the existence of the urban forest itself. The design aims to create unique and attractive character, which helps inform the existence of the urban forest in Jakarta, through educational games. The design method through the stages of observation in the form of visual data search, analysis elaboration mapping problem, then visually determining the essential character as the main idea. The result is a character design with the function as the "spokes person" that allows users to know the existence of the urban forest in Jakarta 
How gaming, artificial intelligence and big data is changing education Teo Peihan Janine
Journal of Games, Game Art, and Gamification Vol. 2 No. 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i2.7199

Abstract

With 263 million children and youth out of school, there is a need for a highly scalable way to provide quality education to the underprivileged. Solve Education!(SE!)’s solution is combining an addictive game with the “Learning-by-Doing” Principle. Leveraging artificial intelligence and big data analysis, SE! explores the possibility of combining multi-user online strategy games with casual puzzle games to increase user retention rates, and in the process educating the users effectively over a longer period of time. Game mechanics are used to increase user retention by boosting motivation, while big data analysis allows SE! to understand the users’ in-game behavior and how they learn best. Artificial intelligence helps to deliver the right content to the user at the right time, optimizing the learning process, and enabling in-game adaption to the users’ learning needs 
Identity and Gender Perspective of Gatotkaca through Transmedia Narrative in Character Design for Game Ardiyan Ardiyan
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i1.7212

Abstract

Indonesian games are still need improvement, this matter is indicated by the quantity and the quality of the product. One of the quality game aspect is character design which has big influence in visual assets development. The contemporary spirit to develop creativity in cultural aspect through many media has opened many possibilities to breakfree from the traditional form in Indonesia, especially wayang, that commonly considered as sacred which has made the audiences lost their interest. This research was made to study the game character design of Ghatotkacha in Boma Naraka Sura PC Game by Anantarupa Studio which is using cultural story of wayang. This game had significant support in crowdfunding. In descriptive interpretive analysis from cultural identity and gender stereotyping perpective through transmedia narrative, Gatotkaca character design has evolved from narrative into visual form that is being marked by eminent artworks. 
Building an Extensive Experience in Video Games and Movies, a Transmedia Storytelling Octavianus Frans; Jonata Witabora
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i1.7213

Abstract

Transforming video games into movies and transforming movies into video games has been a common thing nowadays. With advanced technology, what can be done in a video game can also be done in a movie, and vice versa. Good attention to details is important in a transformation process as the final product has to be as good as the original one, if not better. To be able to do well in transforming an art form to another, it is important to understand the whole process and how it was first done. 

Page 1 of 11 | Total Record : 105