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
Appreciative Learning for Immersive Reward System in Education Game Development
Hanny Haryanto;
Ardiawan Bagus Harisa;
Indra Gamayanto
Journal of Games, Game Art, and Gamification Vol. 6 No. 2 (2021)
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v6i2.7398
Game replayability is very important in serious game to maximize the understanding for the learning content. The replayability is the result from the gameplay experience. Games have the advantage of providing a fun experience, and immersion is a vital element in game design to produce the experience. However, the design of immersion in games is often not well conceptualized so that it does not produce the expected experience. This study uses Appreciative Learning based reward system, which focuses on positive things such as peak achievements, opportunities, exploration of potential and optimism for the future. The reward activity consists of four stages, namely Discovery, Dream, Design and Destiny. Reward personalization is done by regulating reward behavior using artificial intelligence which runs in all four stages. Appreciative Learning will be used to design immersive experiences consisting of sensory, imaginary and challenge-based immersion, which are the three main elements of immersive games. Intelligent agent behavior is modeled using the Finite State Machine. This study produces an immersive reward design that is applied to the concept of Appreciative Learning in designing a serious game.
Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method
Aulia Akhrian Syahidi;
Herman Tolle
Journal of Games, Game Art, and Gamification Vol. 6 No. 1 (2021)
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v6i1.7430
The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.
Gamification Analysis for Motivation and Engagement Using Running Apps
Nia Karlna;
Arsa Widitiarsa Utoyo;
Emmanuel Himawan Saptaputra
Journal of Games, Game Art, and Gamification Vol. 4 No. 1 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i1.7459
Gamification is the application of game features, mainly elements of video games, in a context not related to the game in order to promote motivation and commitment to learning. The application of gamification in a pedagogical context provides some remedy for many people who feel alienated from traditional teaching methods. The use of gamification could provide a partial solution to the decrease in the motivation and commitment of the students that the user faces today. Specifically, the younger environment could benefit greatly from gamification not only for its enjoyment but also for a healthy life. This critical analysis of gamification literature wants to be part of a sequence on the effect of gamification on motivation and commitment. A methodology proposed in the study of the effects of gamification in motivation and commitment, as well as an empirical study, consists of a smartphone application that provides tracking and gamification elements. While the control arm consists of on an application designed identically only with the characteristics of tracking health information. The proposal will be made among young people who use applications on the day off from cars in Jakarta
Framework of Mobile Game Design as an Assistive Technology for Children with Motor Disabilities
Melyani Melyani;
Yaya Heryadi;
Agung Trisetyarso;
Bachtiar Saleh Abbas;
Wayan Suparta;
Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 4 No. 1 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i1.7460
Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.
Gamification of Decentralized Ledger for Credit Card Application using Blockchain
Rohmat Taufiq;
Agung Trisetyarso;
Wayan Suparta;
Bachtiar Saleh Abbas
Journal of Games, Game Art, and Gamification Vol. 4 No. 1 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i1.7461
We propose a credit card application using blockchain to improve the approval, transparency and security process. Some studies explain the use of blockchain technology in credit card applications but have not described the concept and architecture. Therefore, this study describes and describes the architecture of using credit cards for credit card applications. The motivation of this research is to explain the implementation of blockchain technology, especially the decentralization process of ledgers in credit card applications. Next, we propose architecture and algorithms for credit card applications using blockchain. The conclusion in this study is a decentralized ledger for credit card applications that allows peer-to-peer transactions, decentralized credit card applications that are not bound by geographical boundaries, have two advantages for debtors and the banking industry. In addition, the architecture is made using a credit card for application credit cards and an explanation of how the architecture works.
Game Developer Competition Between USA and China
Ferric Limano;
Pratikta Aditya Setiawan
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i2.7462
This study aims to obtain a comparison between two biggest economic Country, and see they focus on games industry global market. In this study researchers took the data from secondary data in global market game then analyzed data quantitatively and objectively by comparing data with USA & China video game market as the subject. The result of this study expected to be used as recommendation for game developers in choosing which platform to focus in designing their games by following patterns of subject reference that has been existed, in accordance with a model in design business criteria.
Virtual Angklung Application using Adobe Flash
Oriega Ayudya;
Raymond Bahana
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i2.7463
Virtual music instrument simulator is one of the most popular applications that people nowadays play, with this technology the user will be able to play music without necessarily having a real physical musical instrument. But recently, the virtual music instrument simulator that the developer develops are modern musical instruments such as guitar, drum, piano, etc., very few of them develop virtual simulators with traditional instruments such as Angklung. The aim of this thesis is to do research about how the people react to Angklung that will be developed virtually, and to develop virtual Angklung simulator using Adobe Flash for desktop that later can be embedded into web browser to accommodate the demand of the people who wants to play Angklung. The result of this application is successfully developed according to the proposed design, the scopes has been met. Based on the user acceptance test that has been conducted, 91% of the total respondents are satisfied with the prototype application and 88% of the total respondent said that they are still interested in using this application.
Designing Serious Game as Learning Media of Design Thinking Mindset
Ahmad Syahid Zakaria;
Billy Muhammad Iqbal;
Danu Hadi Syaifullah
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i2.7465
In many cases, the concept of design thinking (DT) is only taught as an instance method without deep understanding of its basic concepts. The characteristic of DT itself is abstract and practical so difficult to be articulated. On the other side, serious game (SG) comes as a proven solution that can bring a positive impact on the learning process because it can provide an immersive and enjoyable experience. In general, this research will discuss how to design the most appropriate SG to embed the basic concept of DT and how its influence on DT learning process at the participant`s reaction and learning level. This study discusses comprehensively the design process of SG starting from game model, game framework, design sketch, to final prototype. The output of this design is a series of educative games composed of several aspects of meaning and play to teach the basic concept/mindsets of DT.
Mobile Game “Color in Life†Development for Dichromatism Color Blind
Ivan Reinaldo;
Boy Nurttjahyo Moch
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i2.7467
The purpose of this research was to escalate players’ knowledge on color blindness by designing an educational video game which design was oriented to dichromatism color blind. The topic selection was based on the lack of players’ deeper knowledge on color blindness. The graphic and gameplay selection on this research was adjusted to the chosen color blind category. Research methods were conducted by analysis, development, and evaluation. Analysis was done by questionnaire. Development was done by game design document, UML, storyboard, and was implemented using Unity. Evaluation on 35 players, which are 32 with normal eyes and 3 with color blindness, was done by two approaches, which are t-test and questionnaire. The result of t-test was t(34) = -7.704, p < 0.05 and Enjoyment score on CEGE is 0.763 for normal eyes and 0.651 for colorblind. To conclude, there was an improvement on knowledge from the video game and the design was enjoyable.
Predicting the Effect of Violent Gameplaying to Violent Behavior Intention among Females using Tree Regression and AdaBoost Tree Regression
Maniah Maniah;
Yaya Heryadi;
Agung Trisetyarso;
Bachtiar Saleh Abbas;
Wayan Suparta;
Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v4i2.7468
The issue on the effect of violent video game to aggressive behavior has gained wide interest from various communities. This paper presents some results of predicting quantitative measure of aggressive behavior from variables that measure violent video game playing. Experiment results showed that Decision Tree Regression (DTR) and Adaptive Boosting Tree Regression (AB-DTR) models predicted aggressive behavior intentions with high accuracy. For predicting Hostile variable: DTR’s training and testing RMSE (0.0, 0.0); AB-DTR’s training and testing RMSE (0.08, 1.08). For predicting Instru variable: DTR’s training and testing RMSE (0.0, 2.18); AB-DTR’s training and testing RMSE (0.0, 3.30) respectively.