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. 9 No. 1 (2024)" : 5 Documents clear
The Influence of Character Image to Word-of-Mouth Through Gamer Satisfaction of Impulse Spending in the Genshin Impact Mobile Game Reynaldo, Kevin; Salehudin, Imam
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.10538

Abstract

This research aims to understand the influence of character image (symbolic representation and self-image congruence) on impulse buying and satisfaction in word-of-mouth recommendations for the game Genshin Impact in Indonesia. Hence, the study explored the potential of character image by spreading online survey to gen Z Genshin Impact gamers in Indonesia. The hypotheses in this study were tested using Structural Equation Modelling (SEM) with Lisrel 8.8. The significant results of this study to show character image have positive influence between impulse buying, satisfaction, and word-of-mouth. Character image is one of the important factors in increasing revenue for game companies, as seen in Genshin Impact, where the selling point of sales come from in-game character that make the company’s revenue increase.
Implementation of Finite State Machine to Determine The Behaviour of Non-Playabale Character in Leadership Simulation Game Rizqi Alvian, Muhammad Bagus; Bukhori, Saiful; Furqon, Muhammad ‘Ariful
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.10894

Abstract

In today's era, games are widely enjoyed by the Indonesian society, and one of them is simulation games. Simulation games have many advantages, including allowing players to experiment freely and encouraging them to learn. Therefore, the use of simulation games can be utilized as a training medium, such as leadership training. There are five levels of leadership based on The 5 Levels of Leadership: position, permission, production, people development, and pinnacle. Direct practice is necessary in training these levels of leadership through the implementation of Artificial Intelligence (AI) in simulation games. One of the AIs used for this implementation is the Finite State Machine (FSM). FSM will be implemented in Non-Playable Characters (NPCs) to determine behavior that is adjusted to the 5 levels of leadership. There are three State Machines (SM) applied to NPCs: Core Game SM, Movement SM, and Status SM. The use of FSM in NPCs results in dynamic NPC behavior in terms of physical movement and changes in NPC status according to 5 Levels of Leadership
Remake of Survival Horror Video Game and How It’s Implemented: Comparative Analysis on Original and Remake Version of Resident Evil 4 Pratama, Galih Dea; Shiddiqi, Hafizh Ash; Hermawan, Eric Savero; Novika, Andien Dwi; Ardiyanto, Elshad Ryan
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.10999

Abstract

Video game is particularly known as an interactive media designed to present entertainment among its targeted users. While being released from time to time, there comes the desire to provide the outdated games to the modern audiences, hence surfaces the trend of video game remakes, which recently presented through Resident Evil 4 that serves as the newer version to the original one released in 2005. To give better understanding on the games, there is Elemental Tetrad which emphasizes on four elements like Mechanics, Story, Aesthetics and Technology. In this research, Elemental Tetrad is utilized to analyze both versions of Resident Evil 4, diving deep into how the game elements are implemented by the games while also highlighting the advances presented in the remake version compared to the original one. There are various differences of both games, such as the existence of more new mechanics, the expanded story and characterizations, slight change in the aesthetics to accommodate the realism of the remake, with all are enabled through the usage of latest RE Engine.
YOLO-based Mobile Legends Match Result Parsing Nur, Muhammad Rizqi; Indraswari, Rarasmaya
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.11070

Abstract

MOBA competitive gaming can benefit from AI advancement. However, data availability is a major issue for Mobile Legends, as opposed to more mature MOBA. In order to obtain high amount of data, it has to be crowdsourced, but it is only viable to collect screenshots. In this paper we propose a framework to automatically parse mobile legends match result screenshots based on YOLO. YOLO is used to locate and classify objects. Text objects are then parsed with OCR. The results are evaluated and compared with older approach using CNN classifiers. The new approach is 25 times faster while achieving the same perfect performance as the old CNN classifier approach.
What does the perfect Companion in Games look like? Development and Validation of the Companion Design Scale Markus, André; Carolus, Astrid; Wienrich, Carolin
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.11177

Abstract

Artificial intelligence gives companions in games (a special form of non-player characters) social, adaptive, and interactive characteristics that can influence the gaming experience. Initial design frameworks for these characteristics have been developed in research, but empirical validation and methods for quantifying their impact on game experience are still lacking. To close this gap, the study developed the Companion Design Scale, which operationalizes the design of companion characteristics and measures their impact on the game experience. Structural equation modeling shows that the scale measures companion characteristics reliably and validly. In addition, the study emphasizes the relevance of companion design in general, but also regarding specific design factors for the game experience. First practical analyses provide design recommendations for game design. This study thus offers insights into the design principles of humanoid AI companions and provides a basis for systematic studies on the psychological effects of artificial companions on users.

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