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 110 Documents
Gamifying the Classroom: Enhancing Student Motivation and Engagement in Flipped Learning Hadiprakoso , Raden Budiarto; Naufal, Farras Ahmad
Journal of Games, Game Art, and Gamification Vol. 10 No. 2 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i2.11992

Abstract

This study examines the impact of a multifaceted gamified application on first-year computer science students’ learning, motivation, and engagement in a flipped-learning environment covering data structures and algorithms. Thirty-one participants (17 M, 14 F; ages 18–20) completed a 10-item pre-test and Motivation & Engagement questionnaire, used our gamified app for three weeks, and then took a parallel post-test and the same questionnaire. Item analysis removed one invalid question and flagged another for poor discrimination, yielding a reliable post-test (Cronbach’s α = 0.89). Students’ correct answers rose from 17.0 (SD = 2.1) to 23.0 (SD = 1.8), a 35 % improvement confirmed by a paired t-test (t (30) = 15.27, p < 0.001, Cohen’s d = 2.76). Motivation scores increased from 73.4 (SD = 5.2) to 80.1 (SD = 4.8), and engagement from 75.2 (SD = 6.0) to 81.6 (SD = 5.5), both p < 0.001. A strong positive correlation (Spearman’s ρ = 0.65, p < 0.001) between the number of completed pre-class quizzes and post-test gains highlights the link between behavioral engagement and cognitive outcomes. These findings suggest that progress bars, leveling, challenges, leaderboards, and badges together satisfy students’ needs for competence, relatedness, and autonomy. Our results demonstrate that thoughtfully designed gamification can substantially enhance both affective and cognitive dimensions of flipped-learning in undergraduate STEM, offering practical guidelines for educators and paving the way for more rigorous, theory-driven implementations.
Predicting Preference with Sparse Data in Personalized Gamification via Deep Learning Wilson, Philip; Towle, Bradford
Journal of Games, Game Art, and Gamification Vol. 10 No. 2 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i2.13037

Abstract

Personalized gamification is a practice that is relatively well defined and improves the effectiveness of a gamified system. However, in practical application the improvement is not as significant as expected. The process of personalizing a gamified system is taxing and relatively unfeasible, with far too many aspects to consider to produce an effective result. Artificial intelligence, and neural networks, can step in to alleviate much of the work, but even still results are inconsistent at best. This project seeks to remove this inconsistency by attempting to personalize only one aspect of a gamified system, rather than the entire system as a whole.  By attempting the personalization problem in this manner the amount of individual characteristics to consider is reduced dramatically, thus allowing for a neural network to more quickly and accurately determine personalization characteristics and apply them for any given user. Results show that an RNN can detect preference patterns and apply user preferences to a scheduling system. These results were produced with little run time and a more sparse dataset than normally expected for a neural network, which showcases the novel fact that detecting user preference does not require large datasets.
Engagement and Consumption Behavior in Gacha Games: A PLS-SEM Study on Generation Z in Indonesia Yuda Priyangga, Raka; Salehudin, Imam
Journal of Games, Game Art, and Gamification Vol. 10 No. 2 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i2.13115

Abstract

Gacha games have gained popularity as a free-to-play model, sparking increasing interest in player consumption behavior. Understanding this behavior is critical, as it has implications for player retention, monetization strategies, and potential risks of compulsive spending. While existing studies largely focus on purchase intention, other consumption behaviors—such as co-production, community engagement, word-of-mouth, and recruitment—remain underexplored. This study aims to examine how player engagement in Genshin Impact affects these various forms of consumption behavior. Focusing on Generation Z in Indonesia—a digitally native cohort deeply immersed in mobile gaming—the research employs Partial Least Squares Structural Equation Modeling (PLS-SEM) with data from 344 respondents who have played the game for at least six months. Findings reveal that satisfaction through games, game personalization, and game social interaction significantly influence player engagement, which in turn positively affects multiple dimensions of consumption behavior. These results offer practical insights for game developers and marketers seeking to foster sustainable and ethical engagement strategies in gacha games.
Gamification in Early Childhood Education: A Novel Adaptive Learning Framework for Enhancing Cognitive and Social Skills in Kindergarten Students Wijoyo, Agung
Journal of Games, Game Art, and Gamification Vol. 10 No. 2 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i2.13198

Abstract

Gamification has emerged as a transformative pedagogical strategy in early childhood education, fostering cognitive and social skill development through interactive and reward-based learning mechanisms. This study investigates the impact of gamification on kindergarten students' cognitive and social skills using a mixed-method experimental design involving 150 children (ages 4–6). Participants were divided into an experimental group (n=75) exposed to a gamified learning environment and a control group (n=75) following traditional instructional methods. The study employed pre-test and post-test assessments alongside Structural Equation Modeling-Partial Least Squares (SEM-PLS) for quantitative analysis, while qualitative insights were obtained through classroom observations and teacher interviews. Findings reveal that problem-solving skills significantly influence attention (β = 1.00, p < 0.001), whereas memory skills have no statistically significant effect (β ≈ 0, p = 0.50) . Post-test results indicated that students in the gamified group showed substantial improvements in problem-solving (Pre: 60.1 → Post: 82.3, p < 0.001) and attention span (Pre: 55.4 → Post: 79.8, p < 0.001) compared to the control group**. Additionally, 88% of teachers reported enhanced student motivation, and 95% of children found gamified learning more engaging than conventional approaches. These results underscore gamification's efficacy in enhancing problem-solving skills, attention, and motivation among young learners. The findings highlight the importance of integrating adaptive gamification frameworks into early education curricula to optimize learning experiences. This study contributes to the growing body of research on digital pedagogical strategies and offers valuable insights for educators and policymakers seeking to implement evidence-based gamification interventions in early childhood education.
Board Game Cafe Analysed: Analysis on Sales and Games at Dhadhu Cafe Prabawaseputra, Rafael Agusto; Harisa, Ardiawan Bagus; Gamayanto, Indra
Journal of Games, Game Art, and Gamification Vol. 10 No. 2 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i2.13261

Abstract

This study aims to enhance understanding of the factors influencing sales and game favoured by players at Dhadhu Cafe, a themed board game cafe. Key factors such as operational hours, promotional activities, game preferences, and menus are analysed using data visualization and multiple linear regression to inform strategic decision-making for the business. Despite their classification nature, decision trees and random forests are also applied in mining sales data, with random forest mitigating decision tree overfitting. Findings aligned between multiple linear regression and data visualization, revealing increasing sales on post-COVID-19. Sales peak on Saturdays, with the most effective sales hours observed from 3 to 8 p.m. (mode = 6 p.m.) daily. Promotions significantly impact sales, while other events have minimal effects. Drinks such as tea, yakult lychee, and matcha are dominating the sales as well as French fries. Light and party games, which typically last 15-45 minutes and accommodate 2-4, 2-6, and 2-12 players, are preferred for teaching players. These games often feature abstract and light themes, including mechanics such as dexterity, abstraction, tactics, and dice rolling.
Implementation of Finite State Machine in Flowchart-Based Visual Programming Game Iqbal Al Mahdi; Saiful Bukhori; Muhammad Ariful Furqon
Journal of Games, Game Art, and Gamification Vol. 10 No. 3 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i3.12133

Abstract

This study explores the implementation of Finite State Machines (FSMs) in a visual programming game based on flowcharts, aimed at enhancing the learning experience of programming concepts. Traditional programming education methods often struggle to engage beginners, leading to the development of interactive and intuitive approaches such as visual programming games. In this context, FSMs are integrated to manage the behavior of game units, allowing for dynamic state transitions based on user-defined flowcharts. The research adopts the Game Development Life Cycle (GDLC) approach, focusing on initialization, pre-production, production, and alpha testing stages. The primary objective is to implement and validate the FSM's effectiveness in controlling unit behavior within the game. Users can design strategies through a drag-and-drop interface, creating flowcharts that translate into FSM models, which dynamically control unit actions during gameplay. Results from the alpha testing indicate that the FSM implementation successfully manages the transitions and behaviors of game units according to the conditions specified in the flowcharts. This demonstrates the technical feasibility and effectiveness of the approach. Although the study does not extend to beta testing and release stages, the alpha testing provides a solid foundation for future research and development focused on user experience and broader feedback.
Procedural Story Generation for Visual Novels Using Large Language Models and Text-to-Image Techniques Hutama Husen, Dharma; Istiono, Wirawan
Journal of Games, Game Art, and Gamification Vol. 10 No. 3 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i3.12743

Abstract

Story-based video games have content limitations. A survey conducted among Genshin Impact players, 67% of respondents had reached the end of the avail- able story. The game’s ending may lead to repetitive gameplay. To increase the story content inside video games, this research uses Generative AI for pro- ducing procedural stories. This research also measures the similarity of generated stories using a sentence similarity model. Text contents are generated using an LLM named mistralai/Mixtral-8x7B-Instruct-v0.1. Picture contents are generated using a Text-To-Image model named stabilityai/stable-diffusion- xl-base-1.0. Story similarities are measured using a sentence similarity model named sentence-transformers/all-MiniLM-L6-v2 with a similarity threshold of 73%. The visual novel application is implemented in Unity Engine 2022.3.26f1 version. The connection between Unity and the models are established through REST API provided by Hugging Face website. The result of this research is an implementation of a Visual Novel game with Generative AI-made content, as well as measuring the uniqueness level of 36,667% for low usage and up to 60% for high usage. The reduction of uniqueness level is attributed to the appearance of common genres, as well as the increasing number of comparisons required. This research shows how to implement Generative AI in a visual novel game, and shows that a Generative AI’s ability to create unique stories will decrease with an increase in game repetitions.
The Analysis & Exploration of Emotional Attachment in Video Game Character Design: A Case Study of Life is Strange Ananda Saputra, Irgie; Januarsa, Aditya
Journal of Games, Game Art, and Gamification Vol. 10 No. 3 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i3.12784

Abstract

Character design in video games plays a crucial role in shaping players’ emotional engagement and long-term attachment to the characters they control and interact with. Narrative-driven games, in particular, rely heavily on visual aesthetics, personality construction, and moral agency to create emotionally resonant experiences. Life is Strange is selected as a case study due to its strong emphasis on character-centered storytelling, where the main character is developed through complex personal traits, emotional vulnerability, and narrative events that evolve according to players’ moral choices. These elements allow players to experience fluctuating emotional states throughout the gameplay. This study adopts a qualitative research approach to examine how visual character design and narrative structures contribute to the formation of emotional attachment, focusing specifically on teenage players in Indonesia. Data were collected through visual content analysis of the game’s character design and in-depth interviews with players to explore their emotional responses and interpretative experiences. The findings indicate that effective character design not only enhances emotional immersion but also enables players to recognize, express, and reflect upon their own emotions by relating in-game decisions to real-life experiences. Moral decision-making mechanics further strengthen this connection by positioning players as active participants in the character’s emotional journey. The conclusions of this study provide valuable insights for game developers and character designers, particularly in understanding how visual storytelling and narrative coherence can be strategically employed to foster emotional resonance and meaningful player–character relationships in narrative-driven video games.
The Gothic Gamification of Diablo: A Framework for the English Composition/First-Year Writing Classroom Munnelly, Patrick
Journal of Games, Game Art, and Gamification Vol. 10 No. 3 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i3.13701

Abstract

Gamification in the English composition classroom needs more research and varying approaches. This article presents a conceptual framework for gamifying the classroom, which is a model reimagining of a “skill tree” from the video game Diablo II. The framework is presented alongside elements and analyses from the game itself, with student feedback and student success data. While statistical analyses are not conducted, the game elements are extrapolated and the success rates and student comments are engaged with to support proof-of-concept. The game elements are also explored through the lens of the Gothic, which is used to assert and support a deep gamification framework, as opposed to the shallow BPL approaches of prior literature. The gothic gamified classroom asserts that this ground-up approach to the redesigned classroom should be a reincarnation of the game, as opposed to stapling a simply metaphor on top of the classroom. Essentially, this article shows how to gamify a classroom by explaining the rationale of the game, details elements of the game used and borrowed into the gamified classroom framework, and supports that framework with an explanation of proof-of-concept student feedback. All of this is presented as a framework to be further explored and tested for transference between other classrooms and disciplines.
Combining Search-Based and Evolutionary Techniques for Autonomous Pac-Man Gameplay Muhammad Haramain Asyi Emirryan; Hadisaputro, Jeffrey Matthew; Aditama, Galih Putra; Juwono
Journal of Games, Game Art, and Gamification Vol. 10 No. 3 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i3.14732

Abstract

Artificial intelligence has become a fundamental component in modern video game development, especially in the creation of autonomous and adaptive non-player character (NPC) behavior. This research proposes a hybrid artificial intelligence approach to enable fully autonomous gameplay in a classic Pac-Man environment without any form of user input. The proposed system combines evolutionary optimization methods with deterministic search algorithms to balance strategic planning and real-time decision-making. A Genetic Algorithm (GA) is utilized to optimize long-term gameplay strategies, including route selection and risk management, while A* pathfinding and adversarial search techniques are applied to support efficient real-time movement and enemy avoidance. Additionally, Breadth-First Search (BFS) and Depth-First Search (DFS) are implemented to model diverse ghost behaviors, resulting in a more dynamic, challenging, and adversarial game environment. Experimental evaluations indicate that the hybrid AI system demonstrates improved navigation stability, longer survival duration, and more consistent pellet collection when compared to baseline artificial intelligence models that rely on single techniques. The results further show that separating strategic optimization from tactical pathfinding enhances overall gameplay performance and adaptability. This study highlights the effectiveness of hybrid AI architectures in game environments and offers a structured educational framework for understanding and implementing artificial intelligence techniques within video game simulations, particularly for classic arcade-style games.

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