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
Interactive Horror Story and the Narratives Implementation: Case Study on Interactive Story Games Developed by Supermassive Games Galih Dea Pratama; Franz Adeta Junior; Alif Tri Handoyo; Muhammad Rizki Nur Majiid; Elshad Ryan Ardiyanto; Fredy Purnomo
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.10998

Abstract

Video game is one of many media designed to provide entertainment to its targeted users. In response to that, narrative that presents story to engage the users in many ways, such as through interactive story that responds to the actions taken by the players during the gameplay. To understand how the narrative is brought in the games, there is analytical framework specifically presented to break down the elements included in the games like storyworld, character, emotion, narrative interface and micro-narrative. In this research, the analytical framework is used to analyze the interactive horror story games developed by Supermassive Games, taking deeper look on the elements brought by each game. There are various implementations on each of the games, from the storyworld resembling numerous popular horror thriller media, presence of multiple playable characters, emergence of emotions like Fear and Anxiety among others, and the existence of micro-narratives to supplement the main story.
Remake of Survival Horror Video Game and How It’s Implemented: Comparative Analysis on Original and Remake Version of Resident Evil 4 Galih Dea Pratama; Hafizh Ash Shiddiqi; Eric Savero Hermawan; Andien Dwi Novika; Elshad Ryan Ardiyanto
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 Muhammad Rizqi Nur; Rarasmaya Indraswari
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 André Markus; Astrid Carolus; Carolin Wienrich
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.
Implementation of Enhanced Re-Engineering on Trivia Game to Improve Immersion Fathur Adryan Nur; Ilyas Nuryasin; Hardianto Wibowo
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.11332

Abstract

Trivia games are one type of educational game that is in great demand and can be used as a medium of entertainment as well as a learning medium. In order to make a game in the same segment more unique and immersion, software re-engineering techniques are used in the trivia game. In re-engineering the trivia game, three methods are used: Enhanced Re-Engineering as a software re-engineering method; Game Development Life Cycle (GDLC) in the development of the Hidden Object Trivia game; and MEEGA+ as a testing method for the trivia game and the Hidden Object Trivia game to determine the increase in immersion value of the two games. The results of re-engineering the Tech Geek Quiz game led to the successful integration of trivia and hidden object genres, resulting in the creation of the Guess The Tech Tool game. The test results using MEEGA+ with 30 respondents showed an increase in immersion values of 50.26% from 1.89 to 2.84 in the usability factor and 30.29% from 2.08 to 2.71 in the player experience factor. The results were taken from all dimensions of the questions that had been asked.
Comparing the Immersive Levels of Trivia Hidden Object Game Paper-based and Game Applications Ibnu Jahsy; Ilyas Nuryasin; Hardianto Wibowo
Journal of Games, Game Art, and Gamification Vol. 10 No. 1 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.11415

Abstract

The widespread development of the digital gaming industry in Indonesia began in 2000. The growth in interest in gaming has led to various objectives and encouraged research into several aspects and concepts of digital games. The aim of this research is to examine how significant the immersive differences are between paper-based game versions and applications/games among participants over 40 years old. The total average immersion obtained from the paper version is 4.43, while the application/game version is 5.85. For the average immersion per scale, the results of testing per scale show that the lowest average for the paper version is found in the Presence scale with 4.15, and the highest in Usability with 4.81. In the application/game version, the lowest average is found in the Focus Of Attention scale with a total of 5.55. The Usability scale scored 6.11, which is the highest result in the application/game version. The Interest scale is a category that has a significant difference between the paper and application/game versions with a margin of 1.6.
Gamification, Employee And Emotional Engagement: Leveraging Gamification to Boost Employee Emotional Engagement Hyelda Ibrahim Kefas; Adacha Felix Kwala; Labaran Isiaku; Dokun Oluwajana; Fitzgerald Chidozie Ukaegbu; Livingston Ntiamoah Dapaa
Journal of Games, Game Art, and Gamification Vol. 10 No. 1 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i1.11663

Abstract

This research is aimed at critically examining the concept of gamification and its impact on human activities in the contemporary world, particularly in workplaces or organizations. During the course of the research, other vital concepts like an employee and emotional engagement will also be addressed at length. In order to achieve this aim, the research adopted the positivist philosophical approach as well as a combination of both qualitative and quantitative research. It was discovered that gamification, when applied to human activities, tends to yield a high level of emotional engagement. Similarly, the use of gamification in workplaces enhances employee engagement, competition, motivation and a high level of productivity.
Developing Mahakarya Vokasi Virtual Reality Game: Player-Centered Design (PCD) with UEQ-Based Analysis Rezky Anju Picent Marpaung; Amirul Mu'minin Amirul
Journal of Games, Game Art, and Gamification Vol. 10 No. 1 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i1.11737

Abstract

This research describes the process of doing vocational work in a Virtual Reality (VR) adventure game called VR Mahakarya Vokasi. The game is designed to provide an interactive experience that allows players to engage directly in a virtual adventure using VR technology. The development process involves the design, implementation, and evaluation stages, focusing on vocational product content. This research is based on Player-Centric Design, which places the player at the center of attention. The User Experience Questionnaire (UEQ) method was used to assess the quality of user experience and can help identify issues related to game usage while providing valuable feedback for game development. User experience analysis of 20 respondents at the Vokasi Fest x Festival Kampus Merdeka event at Ismail Marzuki Park, Jakarta, on December 12-13, 2023. This research shows that the VR adventure game is considered “Worthy” of use, which aligns with the UEQ benchmark. Specific aspects include Attractiveness (Excellent), Stimulation (Good), Novelty (Above Average), Efficiency (Above Average), Dependability (Below Average), and Perspicuity (Below Average). Overall, this game, VR Adventure Mahakarya Vokasi, developed as a vocational work, is considered worthy of use.
Educational Tycoon Game and Cultural Heritage: Developing PAANTU BANG: Pasar Hantu Bangka Almeera Amsana Rachmani; Razen Syahputra; Okki Darmawan; Hastina Prayuda Wardani; Goldy Amsana Rachmanio; Umar Faruq Vista
Journal of Games, Game Art, and Gamification Vol. 10 No. 1 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i1.11983

Abstract

With the rapid development of technology and digital information, video games have become a significant cultural phenomenon, with a rapidly growing number of players each year. Concerns regarding the impact of video games on mental health have been largely dismissed by recent studies, suggesting minimal negative effects and emphasizing the motivational aspects of gaming. Recognizing the potential of video games as educational tools, this study explores the development of "PAANTU BANG: Pasar Hantu Bangka," a cultural tycoon game created by VAR Production, a team from the Bangka Belitung Islands. Utilizing the prototyping method for software development, the game combines business management principles with local cultural heritage. Through stages of requirement gathering, design, prototype building, evaluation, and revision, the game was successfully developed and published. The game offers players practical insights into running a business, including resource management and financial planning, while also educating them about regional folklore and traditional dishes. The result is a unique educational tool that effectively integrates entertainment with learning, promoting both business acumen and cultural awareness.
Development of Multilingual Educational Game UI/UX Design for Animal Introduction and Interactive Learning Evaluation in Elementary Schools Rio Andriyat Krisdiawan; Dede Husen; Nida Amalia Asikin
Journal of Games, Game Art, and Gamification Vol. 10 No. 1 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i1.12973

Abstract

Technology-based education plays a vital role in enhancing student engagement in the digital age. This research focused on creating a UI/UX design and prototype for a multilingual educational game tailored for elementary school students. The game emphasizes animal recognition in both English and Indonesian, categorizing animals into herbivores, carnivores, and omnivores, while also featuring interactive learning evaluations. The study utilized the Design Thinking framework, which comprises five stages: Empathize, Define, Ideate, Prototype, and Test. Data collection involved surveys and interviews with 60 students and 3 teachers. The findings revealed positive feedback, with students giving high ratings for visual appeal (4.65), ease of navigation (4.52), and learning effectiveness (4.47). Teachers also rated the game highly for ease of use (5.0) and its suitability for students' needs (4.67). However, the interactive evaluation component requires improvement, particularly in diversifying question types and offering more adaptive feedback. This research highlights the potential of thoughtfully designed educational games to enhance student motivation and comprehension. Future recommendations include enriching content, increasing platform accessibility, and collaborating with schools for broader implementation.

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