JGGAG (Journal of Games, Game Art, and Gamification)
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
Designing Character for Bandung Tourism Campaign
Devi Kurniawati Homan;
Aris Darisman
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v2i1.7214
Bandung is the capital of west java province in Indonesia. It was referred to Paris van Java because of the beauty. Nowadays, since access to the city of Bandung is easier both domestically and international, Bandung become the travel destination. Like other travel destination in Indonesia, Bandung known as shopping and culinary tourism destination. To differentiate Bandung with other destination city in Indonesia, it need a differentiator that will help to characterize the city. A character design that used as a soft tourism campaign is needed. It will become the ambassador to persuade the target market to come and love Bandung as a city tourism destination. First of all, mascot will be a good way to represent and branding the city. The mascot should be developed to represent a culture and positive image of the city and become the pride for its citizens. Object of this study was Cepot from wayang golek Sunda. The Research covers visual aspects, philosophical and ideological. Every character designs are influenced by the culture. Each culture has different visual traditions with different ideological backgrounds. The best approach before make a character design, is to recognize the character design in every culture. How a culture affect the human figure and its visual style and the living creatures. The character culture can be found in its design history, anatomy and story. It become the basis of the new character creation.Â
Designing Wayang Kulit Purwa with Gatotkaca as the Character in Game
Nunnun Bonafix
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v2i1.7215
Young generation nowadays has lack of knowledge on the culture of shadow puppet (wayang kulit) which is a heritage that has a high value of art and philosophy. This is caused by the impact of foreign cultures rapidly entering Indonesia. The rapid development of the information technology through internet & game has led to globalization that seems to be not limited to space and time. The speed of information and foreign cultures cannot be stopped. The culture of shadow puppet (wayang kulit) is getting eroded and is not much known by the modern society nowadays. This is an irony to a big nation which has a rich heritage, so it is our obligation as a citizen to maintain and preserve it. Based on the formulae of AIGA 2015 that defines (time + content + context) / time = experience design, the game of wayang kulit (shadow puppet) Gatotkaca put forbattled different experience to users in exploring the information and entertainment in those media. Having the spirit of moderate Postmodernism, the design plan called User Interface which combines the modern and classic traditional elements will encourage new experience to the users (Experience Design). The design recognizes times and trends, and it keeps changing as the development of the times. The design can be a pace setter to next individuals who are called to maintain and preserve national cultures, in general, and wayang kulit purwa, in particular, through digital media. The development in the modern era will not change the identity of shadow puppet (wayang kulit) culture since it has solid foundation.
Early Childhood Cognitive Development Through Games Educational Tool
Suprayitno Sutoyo
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v2i1.7216
Games Educational Tool are all things that can be used as a medium to play that have educational value, one of the benefits is that it helps the growth of all aspects of physical and cognitive abilities. This study will explain how the media has a very important role in stimulating the growth of a child's brain. Using descriptive qualitative method to determine the cognitive educational element in the game. The results of this study to prove that media educational games have a major role in the cognitive abilities of children floating.
Design of Gradual Contemporary Wayang Visual Character Indonesia For Sticker Chatting And Game Applications
James Darmawan;
Irwan Harnoko
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v2i1.7217
UNESCO international recognition in 2003 stated that wayang is one of Indonesia's cultural heritage, but the sense of belonging for wayang is still low among the nation's next generation of Indonesia. So at this time, both the government and the educators, still working to improve the regeneration of wayang knowledge and recognition for the young nation and the world, including through game application. In this study, the researchers created a contemporary virtual character of wayang, and will be inserted as a character sticker chatting and game application. This wayang virtual characters can be used as tools for reintroduction to young people around the world. This method will be conducted by researchers include depictions classification of facial expressions of emotion, collaborate with simplified visual approach, to obtain the corresponding visual characteristics of the wayang virtual characters. Researchers also used visual basic character as a prototype for contemporary form deformation, so it can be applied to the target games application and communication functions.
The Implementation of Gamification System in Asian Higher Education Teaching
Desman Hidayat
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v2i1.7218
Low level of in-class participation can be a problem for lecturers when they teach Asian students. One of the reason is the characteristics of the Asian students, which are quiet and passive. Active learning is needed to solve this problem. Gamification is one of the things that can improve active learning. This study aims to understand how to design gamification system for higher education teaching, the factors contributed to the gamification system in higher education, and the impacts of the gamification system for students with the case study of Bina Nusantara University in Indonesia. The finding shows that there are several things to consider in designing gamification system. Factors in the system, the lecturers, the course, and the students also take important parts in the implementation. When it is done correctly, there will be a lot of positive impacts for the students and the teaching.
The Application of Gestalt and Design Principles on Visual Based Games for Children
Noor Udin
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v2i1.7219
There are various visual games that we know, from puzzle, guess the picture, mix and match, and many more. Kids around the world play visual games because it is fun, imaginative, and stimulate their creativity. This research elaborates how visual games become more interested with the organization of visual elements through design principles and Gestalt theory. It proves that visualbased games are chosen by children and parents to develop their creativity and imagination.
The Design and Development of Backend System for a Game Application
Louis Joshua Tandey
Journal of Games, Game Art, and Gamification Vol. 3 No. 1 (2018)
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v3i1.7230
This paper is discussed a technical report regarding the backend system and the web application to manage the game and the API that the game client of Dishcover Indonesia will frequently request to a web application is one of the many ways that can be used to manage content that is saved on the backend for a system. An API is also a method. The author, part of a team development for a game, will attempt to provide a solution so that to easily maintain the content of the game and a method for the client to access with them.
Introducing Gamification Methods To High School Student At Bina Nusantara University Alam Sutera
Arsa Widitiarsa Utoyo
Journal of Games, Game Art, and Gamification Vol. 3 No. 1 (2018)
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v3i1.7231
Exploration studies in this article highlighted approaches that wearable to increase the value of gamification method to examine the impact of the role of facilitator in the idea of the group. Through the activities, the children of high school/high school were invited as respondents. This activity aimed to stimulate creativity to produce a different settlement with the same results. The presentation material and workshops that used materials of paper and stationeries. Finally, this article outlines recommendations for teaching, learning, and apply gamification in decision making. This method is one of the modern methods of teaching and learning. It starts with forming groups, job descriptions, and the active participation of the students and by comparing the characteristics of the method by the way students learn gamification, the positive effects of this method on the educational attainment of students confirmed. Based on the finding of the study the researcher recommended encouraging faculty members to use gamification strategy in teaching, conducting more studies discussing this strategy and its relation to other variables such as critical thinking, conducting more studies on other samples from different study and age levels and from different environments. Keywords: gamification method, student, creativity, university students
The Effect of Gamified Teamwork on Business-related Idea Generation
Polina Trusova
Journal of Games, Game Art, and Gamification Vol. 3 No. 1 (2018)
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v3i1.7232
Innovation providing a competitive advantage to enterprises is based on original ideas usually developed by teams. Therefore, the optimization of idea generation in teams is crucial for the enterprises’ competitiveness and survival. The goal of this experimental study is to test whether idea generation in team can be made more effective in terms of quantity and quality through gamification (the use of game design elements in non-game contexts). Based on conservation of resources theory, in the present study gamification was assumed to generate and regulate task-related resources and therefore to increase the number and originality of generated ideas. 170 students divided in 70 teams were asked to imagine themselves to be a management team of a young innovative enterprise during a crisis meeting and to generate solutions for the described problems. 35 teams were randomly assigned to the gamification condition and another 35 teams to the control condition. The number and originality of ideas were evaluated by two independent condition-blind raters and compared between the conditions. Gamification has a large positive effect on the idea number and a medium-sized positive effect on the idea originality. The findings, implications and limitations are discussed.
Gamification of Immersive Meditation Practice in Virtual Reality
Matthew John Moroz;
Bianca Calagiu
Journal of Games, Game Art, and Gamification Vol. 3 No. 1 (2018)
Publisher : Bina Nusantara University
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.21512/jggag.v3i1.7233
Benefits arising from meditation practice gamification are not overtly obvious. Desires to achieve and progress to higher levels, which are common to gaming, seem diametrically opposed to the ethos underlying traditional meditation practice. We propose, however, that a motivation to gain greater wellbeing and enlightenment via mindfulness meditation practice shares more with the motivation to progress through a game than is initially apparent. We begin by explaining how gamification techniques may be employed in meditation practice with a focus on mitigating the five hindrances to successful practice as described in the Theravada tradition. We then highlight the utility of employing virtual reality as a medium for such simulations. We discuss the potential for beneficial therapeutic applications in patients with mental health disorders and prison populations. We conclude by summarising our position and urging increased attention in this increasingly relevant area of research.