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 115 Documents
Visual Character Analysis of Akutagawa Ryuunosuke In Bungou to Alchemist Using Manga Matrix Theory Hermawan, Aisha Namina Farani Putri; Rahman, Yanuar; Putra, I Dewa Alit Dwija
Journal of Games, Game Art, and Gamification Vol. 11 No. 1 (2026)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v11i1.12891

Abstract

In recent years, games have become one of the most prominent forms of entertainment, appealing to players from diverse backgrounds and age groups. As the gaming industry continues to expand, the variety of genres and artistic styles grows as well, offering players increasingly rich and multifaceted experiences. One major factor shaping these experiences is visual design, particularly the creation and presentation of characters. Character design goes beyond mere aesthetics, it functions as a visual language that conveys narrative depth, emotional nuance, and meaning. In Bungou to Alchemist, character visuals play a central role in expressing each character’s personality and literary origins. Designers meticulously craft every aspect of the characters from their clothing and accessories to reflect their backgrounds and narrative roles. Akutagawa Ryuunosuke exemplifies this thoughtful approach. His design incorporates elements closely tied to the themes of his writing, such as sharp facial features, muted color palettes, and an overall atmosphere of intensity and restraint. This study utilizes the Manga Matrix method to analyze these visual elements, aiming to uncover the deeper significance embedded in each artistic choice. Through this analysis, the research demonstrates how deliberate design decisions shape player perception, deepen emotional involvement, and ultimately contribute to a more immersive and engaging gameplay experience.
Rethinking the Future Direction of Game Design Education: An Interdisciplinary Game Design Curriculum LAU, Kung Wong
Journal of Games, Game Art, and Gamification Vol. 11 No. 1 (2026)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v11i1.13659

Abstract

This paper examines the growing need for an interdisciplinary approach to game design education in response to the increasing complexity and diversification of the global game industry. Contemporary game development demands not only technical proficiency but also creative, managerial, and analytical competencies that span multiple disciplinary domains. The study argues that integrating diverse fields, such as game design, game programming, artificial intelligence, art and aesthetics, data analytics, and management, can better equip students to understand the full lifecycle of game development and to respond effectively to industry challenges. The paper first reviews the historical development of curriculum design in creative and design education, highlighting the limitations of traditional mono-disciplinary models. It then discusses the significance of interdisciplinary curricula in fostering innovation, adaptability, and problem-solving skills. Focusing on the Hong Kong context, the study critically evaluates existing game-related programmes, identifying structural gaps between academic training and market expectations. To address these issues, a market survey was conducted to investigate the needs and perspectives of both industry stakeholders and students. Based on the findings, the paper proposes a re-envisioned interdisciplinary game design curriculum that emphasizes integrated learning and applied practice. The proposed curriculum aims to cultivate graduates capable of creatively applying advanced concepts in game design, game programming, and artificial intelligence, enabling them to address real-world challenges not only within the game industry but also across related sectors such as education, cultural industries, and digital entertainment.
Effective and Immersive Teleoperation with Real-World Constraints Geary, Brendan; Towle, Bradford
Journal of Games, Game Art, and Gamification Vol. 11 No. 1 (2026)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v11i1.13749

Abstract

This study investigates the development of a telepresence system that leverages standard, industry-available hardware to support teleoperation in a cost-effective and accessible manner. Conventional telepresence solutions often rely on advanced technologies such as 360-degree or stereoscopic cameras, high-end haptic feedback devices, and specialized robotic platforms. While these approaches can deliver highly immersive experiences, they frequently involve significant implementation costs, limited accessibility, or insufficient locomotion support, which restrict their broader adoption. Consequently, there is a critical need for a telepresence method that balances usability, immersion, and affordability while maintaining precise and reliable control mechanisms. The proposed solution integrates commercially available virtual reality (VR) equipment with a mobile robotic platform to construct a virtual environment that enhances user interaction and spatial awareness. Real-time video input from the robot’s onboard camera is projected into the VR environment, enabling users to perceive the remote physical space intuitively. To compensate for hardware limitations, the system incorporates visual cues that represent the robot’s orientation, movement direction, and control latency. These cues play a crucial role in improving situational awareness and assisting users in making informed navigation decisions during teleoperation tasks. The study evaluates the system in terms of control simplicity, precision, and overall usability. Particular emphasis is placed on how the virtual environment mitigates latency effects and provides smooth locomotion feedback, resulting in a fluid user experience. The findings demonstrate that effective telepresence can be achieved using standard hardware, offering a practical alternative to more complex and expensive systems while maintaining immersive and accurate teleoperation capabilities.
FAIR Game Design Framework: A Player-Centered Model for Developing and Evaluating Digital Games Kirginas, Sotiris
Journal of Games, Game Art, and Gamification Vol. 11 No. 1 (2026)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v11i1.14268

Abstract

This paper introduces the FAIR Game Design Framework, a player-centered model that emphasizes Freedom, Autonomy, Immersion, and Replayability. While previous frameworks have addressed isolated aspects of player experience—such as motivation, flow, or usability—a noticeable gap remains in integrating these key dimensions into a single, cohesive model that captures the holistic nature of gameplay. To bridge this gap, we present both the theoretical foundations of the FAIR framework and a practical evaluation tool designed to operationalize its principles in real-world settings. The four pillars of the framework reflect fundamental qualities that contemporary players increasingly value. Freedom highlights the importance of meaningful choices and open-ended possibilities; Autonomy stresses a sense of control and ownership over decisions; Immersion captures the depth of engagement and narrative absorption; and Replayability ensures sustained interest and long-term value. Together, these components create a balanced structure that can guide design decisions across genres and platforms. We demonstrate the framework’s versatility through case studies of contemporary games, showing how it can be applied to assess design strengths, identify areas for improvement, and compare player experiences across titles. Ultimately, the FAIR model offers a dual contribution: for developers, it acts as a practical guide to designing richer, more engaging experiences; for researchers, it provides an evaluative metric that enables systematic study of player-centered game design. By uniting theoretical insight with practical application, the framework advances the discourse on what makes games compelling and sustainable.
NetGuardians: Lightweight Serious Game for Cybersecurity Education Tan, Tony; Jong, Ricky; Febrianto; Wibowo, Tony
Journal of Games, Game Art, and Gamification Vol. 11 No. 1 (2026)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v11i1.14543

Abstract

This paper presents NetGuardians, an interactive narrative-driven serious game designed to support cybersecurity awareness among high school students. As cybersecurity threats continue to increase, particularly affecting young learners, there is a growing need for engaging educational approaches that can introduce essential digital security concepts in an accessible manner. NetGuardians focuses on three fundamental topics: recognizing phishing attacks, promoting strong password practices, and understanding the risks associated with public Wi-Fi usage. The game was developed using the Game Development Life Cycle (GDLC) methodology and integrates storytelling, interactive quizzes, and real-life case scenarios. In addition, a comparative analysis was conducted with existing cybersecurity educational games, including Riskio, CyberHero, and CSRAG, to examine differences in content focus, engagement strategies, and academic design approaches. To explore students' learning experiences, qualitative data were collected through interviews with 25 high school students. The interview questions, based on concepts from serious games and game-based learning literature, focused on perceived learning, engagement, cybersecurity awareness, and digital decision-making. The qualitative findings suggest that participants reported increased cybersecurity awareness, especially regarding phishing and password security, and found the narrative and interactive elements helpful in understanding the material. However, due to the qualitative nature of the study and the lack of empirical learning measurements, the educational impact remains inconclusive. The study concludes that NetGuardians shows potential as a narrative-based tool for cybersecurity education, but further development and quantitative evaluation are needed to confirm its effectiveness.

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