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Contact Name
Dewi Novianti
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jggag@binus.edu
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+62217202222
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jggag@binus.edu
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https://journal.binus.ac.id/index.php/jggag/about/editorialTeam
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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 4 Documents
Search results for , issue "Vol. 8 No. 2 (2023)" : 4 Documents clear
A sense of belonging : Today’s pinball playing as a contribution to good mental health. Jens Peter Eckardt
Journal of Games, Game Art, and Gamification Vol. 8 No. 2 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i2.9470

Abstract

The purpose of this perspective is to address the mental health concept of belonging generated by the playing of pinball machines today. By looking at academic papers and literature written on pinball machines and the concept of belonging together with a highlight of a specific research paper from 1973, it is argued that engagement in pinball playing may promote a sense of belonging as a subjective feeling of deep connection with a social group, which is associated with enhanced mental well-being. In that sense on research into the development of digital and video gaming, pinball playing thus still constitutes an important link in their history, development, and the encouragement of connectedness.
Synergy Magic Chess Optimization for 3 Evolution with Binary Integer Programming (Case Study Magic Chess v.255.1) Jovian Dian Pratama; Ratri Wulandari Wulandari; Imas Wihdah Misshuari
Journal of Games, Game Art, and Gamification Vol. 8 No. 2 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i2.9642

Abstract

Mobile Legends: Bang Bang or MLBB is a game with the Multiplayer Online Battle Arena or MOBA genre and this game genre is part of Action Real Time Strategy. This arcade mode game consists of brawl and magic chess. In magic chess mode, each player must arrange pawns in the form of heroes to create a strong synergy to defeat the opposing troops. In addition to synergy combos to manage playing strategies in Magic Chess, there are Line up heroes or hero ranks, to get synergy with 3 evolutions. The integer program can be used in designing a strategy for playing Magic Chess with the QM for Windows v5 application. Binary PBB. The objective function modeling minimizes the number of heroes used, the problem is the number of hero slots and synergies that players want, as well as the limiting value of the binary variables, namely when 0 heroes are not used or 1 when the hero is used, the solution obtained is the formulation to optimize Synergy with 3 Evolution.
The Development Of Android-Based Plane Figure Educational Game Using Unity 2D With Fisher Yates Shuffle Algorithm (A Case Study At Sekolah Dasar Negeri 1 Brobot) Cinde Yuliga Cinde; Tito Pinandita
Journal of Games, Game Art, and Gamification Vol. 8 No. 2 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i2.9947

Abstract

The development of educational games can be utilized optimally as one of the learning media. The learning activity applied in grade IV at SD Negeri 1 Brobot (Public Elementary School 1 of Brobot) still uses conventional methods, it makes students feel bored especially in plane figure material. This study aims to develop an Android-based plane figure educational game using Unity 2D with Fisher Yates Shuffle to increase students' interest and motivation in learning, especially in plane figure material. This study uses RD (Research and Development) using the ADDIE development model. The ADDIE stage includes Analysis, Design, Development, Implementation, Evaluation. In the validation test of the plane figure educational game, the researcher uses two validators, namely a validator as a media expert and another validator as a material expert. In addition, the plane figure educational game was tested for practicality with the subject of 3 students of grade IV at SD Negeri 1 Brobot, who were categorized as high ability (1 student), another one student in medium ability and the rest one is in low ability. At the implementation stage, the pretest and posttest were tested on 12 students to find out the effectiveness of educational games in increasing student learning. The results obtained in the plane figure educational game are from the media expert validation test getting a percentage of 82.8%, the material expert validation test getting a percentage of 87.5%, and the practicality test getting an average percentage of 82.5%. In the pretest and posttest tests, the average percentage is 27.5% pretest and the posttest score is 40.8 and the learning improvement gets an increase of 48.4%.
Interactive Horror Story Games and Its Core Drive Implementations: Case Study on The Dark Pictures Anthology Season One Games Galih Dea Pratama; Andien Dwi Novika
Journal of Games, Game Art, and Gamification Vol. 8 No. 2 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i2.10178

Abstract

In presenting immersive gameplay experience to its base of players, various game titles provide certain game techniques in its disposal. As in The Dark Pictures Anthology games, the series provides branching narrative to add the layers of challenge given to the player. In order to persuade the player to complete the game, there are Core Drives which embody the player’s motivation throughout the game itself. In this research, we will present how the Core Drives are represented in interactive horror story games through the experiment on The Dark Pictures Anthology Season One games with analysis on the Core Drives using Octalysis framework. The experiment shows that the game series brought many game techniques, with Narrative, Progress Bar, Instant Feedback, alongside Plant-Poison Picker, Count Down Timer, Visual Grave, and Rightful Heritage becoming the prominent techniques from the series.

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