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
Developing Multiplayer Online Game “KNIGHT FANTASY ONLINEâ€
Darius Andana Haris;
Viny Christiani Mawardi;
Davin Pratama
Journal of Games, Game Art, and Gamification Vol. 5 No. 1 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i1.7469
Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The game was tested by using Blackbox, alpha, beta and stress test. Through the results of a questionnaire distributed to 40 people. The test results shows that Knights Fantasy Online has an interesting gameplay, easy to understand and also has enough features as a massively multiplayer online game.
Gamification Analysis in Ui And Ux for Parking Spot Apps
Emmanuel Himawan Saptaputra;
Arsa Widitiarsa Utoyo;
Nia Karlna
Journal of Games, Game Art, and Gamification Vol. 5 No. 1 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i1.7470
Advances in personal computing and information technology have been updated and published online or via mobile devices. Consequently, we must consider interaction as a fundamental complement of representation in cartography and visualization. The user interface (UI) / UX (user experience) describes a series of concepts, guidelines and workflows to critically reflect on the design and use of an interactive, map- based or other product. This entry presents the basic concepts of UI / UX design that is important for cartography and visualization, focusing on issues related to visual design. First, a fundamental distinction is made between the use of an interface as a tool and the broader experience of an interaction, a distinction that separates UI design and UX design. The phases of the Norman interaction framework are not a different form of interaction structure. Finally, three dimensions of the user interface design are described: the fundamental interaction operators that form the basic blocks of the interfaces, the interface styles that these primitive operators implement and the recommendations for the visual design of an interface.
Analysis of Factors which Affecting Perceived Enjoyment and Customer Continuance Intention on Mobile Games Users
Ronaldo Gultom;
Boy Nurttjahyo Moch;
Ramadhan Khafri;
Maya Arlini Puspasari
Journal of Games, Game Art, and Gamification Vol. 5 No. 1 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i1.7471
Nowadays utilization of mobile applications, especially for mobile games growth rapidly. This situation affects mobile games market more competitive and results in only few games can survive. The abundance number of mobile games that available makes users will remove their downloaded games if it lacks of interesting experience that affected their enjoyment on first try. Because of this, perceived enjoyment is often considered as an important factor that affects users’ intention to continue playing the mobile games. Therefore, this study aims to discover what factors affects perceived enjoyment and find out whether perceived enjoyment is affecting user’s intention to continue playing mobile games or not. The research model adopts several latent variables that are used to measure the perceived enjoyment and its effect on continuance intention of mobile games. The model is tested by using Partial Least Square–Structural Equation Modeling (PLS-SEM) with a sample size of 205 respondents.
Subliminal Paradigmatic on Designing Character in Games
Sulaiman Hakim Lubis;
Tubagus Zufri
Journal of Games, Game Art, and Gamification Vol. 5 No. 1 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i1.7472
Not only rely on aesthetics alone, but character design also requires things that underlie decision making in the design process. The consideration may refer to the type of story, style and appearance that also refers to the form, which is part of the elements of design, but other than those designers must also be paid attention to other things that related with the problem that occurs when the game is played. Games will be played by players who in fact have experiences that will later be brought into the game and instead bring experience from within the game to the real world. This unconscious condition can also be used as a design consideration.
A Preliminary Survey of Game Developer’s Perception on Game Clone : Case Study: GameDevID
Dodick Zulaimi Sudirman;
Wayan Suparta
Journal of Games, Game Art, and Gamification Vol. 5 No. 1 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i1.7473
If a developer uses trademarked content from other game such as images and music, it will be illegal. But it is fine for the developer to copy the gameplay and make innovative changes to improve the game. This is a good practice that boosts innovation in the video game industry that relies on creativity. The problem is when a developer decided to use the legality to simply copy other works with no spirit of innovation. This act of legal plagiarism is called video game clone. We need to have a more understanding of Indonesia game developer’s perception toward game cloning and plagiarism. Based on the survey, it can be concluded that Indonesia game developer, in general, has no problem with the act of game cloning. Although, more effort and focus could be given to protecting both creators and consumers from the negative intent of using game clone legality
Improving English Learning by Gamification with MDA Framework
Frieska Angelia;
Suharjito Suharjito;
Sani Muhamad Isa
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i2.7474
Information technology is proliferating and drives the learning process toward e-learning. At the moment, people can learn from their gadget through learning sites, applications, or games. However, to improve users’ motivation, e-learning must be appealing. Researchers have introduced the concept of gamification to make learning more entertaining. The primary purpose of this research is to understand how the proposed gamification elements using Mechanics, Dynamics, and Aesthetics (MDA) framework improve users' motivation and learning outcomes in English learning. For this research, we use 6-11 framework defining six aspects of emotion and eleven aspects of instinct. We collected users’ scores then analyzed them by using a t-test. We also used a questionnaire to access the users' experience. The results suggest that most of the respondents are motivated to learn more deeply. We conclude that the proposed gamification elements improve users' motivation and learning outcomes.
Design And Development of a Narrative Based Tabletop Game for Promoting Soft Skills Acquisition in Technical Students in The South African Context
Lance R Bunt;
Jacob J. Greeff
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i2.7475
A serious tabletop game called “Gr8 Success!†has been developed for an undergraduate Communication skills module at the North-West University (NWU) in South Africa. This paper presents the details of the development process and discusses the first play tested prototype of the serious game in question. The game is described in the context of a conceptual framework being developed by researchers at the Serious Game Institute of South Africa (SGI-SA).
Design UI/UX Mobile Games for Left Hand Dominant People
Andreas Kurniawan;
Nunnun Bonafix;
Hendri Hartono
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i2.7476
The purpose of this research study is to get correlation between left-hand-dominant people with normal layout from mobile games application, and also to get the best suggestion layout for user interface & user experience design (UI/UX) mobile games towards left-hand-dominant people. Quantitative method is used for examination between left- hand-dominant people with user interface layout design. There were 22 left-hand-dominant people who love playing mobile game based. All participants played mobile game (PUBG- PlayerUnknown’s BattleGround) for 10 minute with 2 different layouts, normal design from developer and our modified design layout. Result; normal design layout is not significantly give any issues. Left-hand-dominant people accepted that normal basic layout. Before mobile games era, there were gamepads or joysticks with same standard layout buttons towards UI/UX mobile games screen and they were feeling fine about it.
Gamification Framework for Programming Course in Higher Education
Winanti Winanti;
Bachtiar Saleh Abbas;
Wayan Suparta;
Yaya Heryadi;
Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i2.7479
This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.
Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS
Dodick Zulaimi Sudirman;
Yaya Heryadi;
Harco Leslie Hendric Spits Warnars;
Benfano Soewito;
Ford Lumban Gaol;
Edi Abdurachman
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University
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DOI: 10.21512/jggag.v5i2.7480
Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.