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 5 Documents
Search results for , issue "Vol. 7 No. 1 (2022)" : 5 Documents clear
Gamification Impact on Human Aspects of the Organization Meghashree Uppalike
Journal of Games, Game Art, and Gamification Vol. 7 No. 1 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i1.7926

Abstract

The term gamification is becoming more critical in virtual games and academia, and the economy. Gamification is described as the use of game elements in non-gaming areas such as companies. The purpose of this study is to find out how much gamification can be used in HR. The paper is divided into three parts. First, let's take a closer look at the concept of HR gamification, followed by a theoretical explanation. Later, the document describes the methodology, results, and conclusions used in the study.
Board Game Design for Conservation Organization: A study on the Board Game for Campaign on Indonesian Javan Hawk-Eagle Conservation Foundation Ardiawan Bagus Harisa; Zahrotul Umami; Filmada Ocky Saputra
Journal of Games, Game Art, and Gamification Vol. 7 No. 1 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i1.8006

Abstract

A Javan hawk-eagle conservation organization, Yayasan Konservasi Elang Indonesia, is struggling with its marketing & publication activities. The organization then uses a board game to help their conservation works. There are educational and conservative purposes embedded in the game design to be a formal framework to overcome the challenge. Using a board game as a conservation tool engages the players and deepens their understanding of the topic, Javan hawk-eagle. The process we use to develop the framework includes mapping the learning objectives to the game component and actions, board game design steps, and implementation and production of the board game. We then compare the cognitive aspect of the educational goal in a pre-test and post-test of the learners.
An Empirical Analysis of Ergonomic Gaming Peripherals Improving Gaming Performance Gede Indra Raditya Martha; I Gede Bintang Arya Budaya; Dedy Panji Agustino; I Gede Harsemadi; I Made Suandana Astika Pande
Journal of Games, Game Art, and Gamification Vol. 7 No. 1 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i1.8258

Abstract

The gaming industry is a huge industry that is based on creativity and the use of media as well as the latest technology. According to the Entertainment Software Association (ESA) in 2021 more than 227 million Americans playing video games, and 75% of USA households have at least one person who plays games and has a gaming device on their home. The facts mentioned before makes this industry very profitable to enter. In hardware aspect, some company innovates to make a specific device which is used special for gaming needs. This gaming device main selling points is high specification and ergonomics factor for improving gaming performance. Despite the successful sale of this product, many people still doubt the effectiveness of gaming peripheral products to improve gaming performance and whether the higher specification of gaming peripheral can truly improve player performance during gameplay. The Study is based on the effectiveness of peripheral on human perception sensor that can be used in the implementation of ergonomic science / physical engineering or HCI (Human Computer Interaction), namely vision, hearing, and touch. In that case, with qualitative research method (direct observation, interview & simulation) this study found as the result, that was true the gaming peripherals are able to improve the performance of the user, but not for all types of users. The competitive gamer who has high gameplay hours can benefit the most and use maximum potential performance of gaming peripherals.
Research on the Application of Pixel Art in Game Character Design Tubagus Zufri; Dodi Hilman; Octavianus Frans
Journal of Games, Game Art, and Gamification Vol. 7 No. 1 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i1.8565

Abstract

This paper analyzes the development, basic design foundations, and design principles of character designs that are often found in today's games. This discussion relates to the ability of pixel styles to survive even though the design styles of the current digital art era are developing with diverse thoughts. Pixels are the basic elements of design that are capable of producing attractive design work. Looking at the current development of pixel styles, in the midst of the proliferation of 3D-based visual works, we can find that pixel styles still have an irreplaceable influence. Pixel-based designs are still being put into practice and applied in the form of games by more designers and artists
The Worker in Video Game Industry: The gap between indie and incorporated video game developers in Indonesia Maulana Akbar; Indri Juwita Asmara
Journal of Games, Game Art, and Gamification Vol. 7 No. 1 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i1.8569

Abstract

The Indonesian video game industry is gaining good momentum as the national video game market continues to grow. However, the contribution of local video game developers is still very minimal. This study will look at the composition of local video games from the point of view of their human resources, from two entities that often appear, namely incorporated and indie. The results of this study indicate that the striking difference between the two entities is in the utilization of human resources from their educational background. While the most common is the habit of using outsourced labor.

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