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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 5 Documents
Search results for , issue "Vol. 1 No. 2 (2016)" : 5 Documents clear
Game Prototype for Daily English Practice: An Approach Design by using a Puzzle, Riddle and Adventure Scenario Chaidir Ali; Ronald Thiodorus; Ida Bagus Kerthyayana Manuaba
Journal of Games, Game Art, and Gamification Vol. 1 No. 2 (2016)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v1i2.7250

Abstract

English language is one of many languages which has been used to communicate around the world. In era of global competition, where most people do interaction borderless, language plays an important role as communication tool. However, many people in the countries where English is a second language, where they rarely speak English in daily life, it could cause lack of confidence which is leading them to be left behind in global competition. In forestall this issue, it is important for people to practice English since early stages of education and use it in daily activity. This paper proposes an alternative solution to improve confidence in learning English in fun way. By creating educational game that can be played in daily activity, it is expected could help people, especially young generation, to improve confidence in practicing English.
Touchless InteractionUsing Magnetometer for Mobile Games Jason Wihardja; Raymond Kosala
Journal of Games, Game Art, and Gamification Vol. 1 No. 2 (2016)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v1i2.7251

Abstract

This paper proposes an alternative method for conducting touchless interaction. Using a magnetometer sensor, we attempt to map some common gestures into something that can be understood by a magnetometer sensor. To demonstrate the concept, an application and a punching game that utilize this principlewere developed. Using the application, usersareable to perform a common swiping gesture using a magnetometer sensor. When the gamedetects a punch gesture, it will respond accordingly. The application was tested and compared against an existing touchless interaction technology. The test results showed that there are some aspects where the magnetometer solution is better compared to the existing solution. This suggests that touchless interaction using magnetometersmight have a promising future.
AethelmE, HTML5 Game Engine with Multiple Canvas Elements Kevin Gunawan; Raymond Bahana
Journal of Games, Game Art, and Gamification Vol. 1 No. 2 (2016)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v1i2.7252

Abstract

Game engine is software which ease the game development. As the processor power technology evolved and the HTML5 (HyperText Markup Language 5) specification are developed, browsers nowadays can natively (without any need for external plug-in) display animations and multimedia files (audio and video) using JavaScript as the programming language. Some of the features which are used in this research are HTML5‘s canvas and audio elements. The problem is that none of the existing free HTML5 game engines is able to support multiple canvas elements. This research will create a game engine, called AethelmE, which support multiple canvas elements as its unique feature. This game engine is also able to support sprite transformation, browsers compatibility, external asset loading, and audio format compatibility. This research successfully resulted in creating an HTML5 game engine which supports multiple canvas elements. It also supports all the scopes, with a small exception on sound format compatibility. Moreover, this research conducted a performance comparison testing of multiple HTML5 game engines, from which can be concluded that multiple canvas elements does not give significant performance gain compared to a single canvas.
Revitalizing Face-to-Face Local Gaming Experience through Mobile Mini Games Yediya Juan; Teuku Aulia Geumpana; Jude J.L. Martinez
Journal of Games, Game Art, and Gamification Vol. 1 No. 2 (2016)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v1i2.7259

Abstract

with the increase of mobile device usage around the globe, face-to-face communication has degraded and complete prohibition is not realistic. The degradation is not to be prevented as it happens as a side effect of technology. However, balancing usage of mobile device and quality of face-to-face communication is possible. Thus, by approaching users through developing a party genre mobile game, which is not famous as a mobile game at the time, with local multiplayer focus and introducing the given game to users, it is expected that face-to-face communication can be encouraged, thus resulting in mobile party game to become a media for the encouragement. Sample mini game that is a part of party game is developed with the help of Unity game engine as a testing object in which user response is collected. As application testing take place, and target user response is collected, face-toface encouragement is proven and user response is positive towards the game. Sample game testing has effectively reintroduced the existence of nowadays rare party game in mobile platform along with encouraging face-to-face communication, shown by the enthusiasm and enjoyment that audience testers have experienced. In the end, with mobile party game can help by being a media to encourage face-to-face communication and prevent degradation of such communication, future developments of a complete party game in mobile platform is highly encouraged as overall face-to-face communication quality enhancement may be required in the future in order to mitigate degradation.
The Business of Creating Games: How to Make Positive and Effective in Multiple Area of a Business by Creating Games Arsa Widitiarsa Utoyo
Journal of Games, Game Art, and Gamification Vol. 1 No. 2 (2016)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v1i2.7262

Abstract

The use of digital games and gamification has showed potential to improve many aspects of how businesses provide education and communicate with consumers. Nevertheless, there is still a requirement for better considerate of how the adoption of games and gamification would influence the process of decisionmaking for customer and organizations across different industry. This article provides a structured review of existing literature on the use of games in the business ecosystem, and seeks to consolidate findings to address research questions regarding their perception, proven efficiency, and identifies key areas for future business. The findings highlight that serious games can have positive and effective impacts in multiple areas of business, including education, decision-support, marketing and consumer outreach. They also emphasize the challenges and pitfalls of affecting serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.

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