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
Synergy Magic Chess Optimization for 3 Evolution with Binary Integer Programming (Case Study Magic Chess v.255.1) Jovian Dian Pratama; Ratri Wulandari Wulandari; Imas Wihdah Misshuari
Journal of Games, Game Art, and Gamification Vol. 8 No. 2 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i2.9642

Abstract

Mobile Legends: Bang Bang or MLBB is a game with the Multiplayer Online Battle Arena or MOBA genre and this game genre is part of Action Real Time Strategy. This arcade mode game consists of brawl and magic chess. In magic chess mode, each player must arrange pawns in the form of heroes to create a strong synergy to defeat the opposing troops. In addition to synergy combos to manage playing strategies in Magic Chess, there are Line up heroes or hero ranks, to get synergy with 3 evolutions. The integer program can be used in designing a strategy for playing Magic Chess with the QM for Windows v5 application. Binary PBB. The objective function modeling minimizes the number of heroes used, the problem is the number of hero slots and synergies that players want, as well as the limiting value of the binary variables, namely when 0 heroes are not used or 1 when the hero is used, the solution obtained is the formulation to optimize Synergy with 3 Evolution.
Valkyria Chronicles Game and the “Cute” Memory of War Iskandar Zulkarnain; Otniel Joviand Christiandrew
Journal of Games, Game Art, and Gamification Vol. 8 No. 1 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i1.9744

Abstract

In this article we analyzed digital games as a mode of memory production and preservation especially in the genre of World War II games. Using a Japanese-produced PS3 game, Valkyria Chronicles (2008), we demonstrated the ideological aspects of this type of games in (re)shaping the memory of the World War II through what we called “allegorithmic memory” process. Borrowing from Alexander R. Galloway’s conception of “allegorithm,” we argued that the combination of narrative allegory and gameplay algorithm in Valkyria Chronicles has produced a “cute” perspective on the memory of World War II that is closely tied to the historical role of Japan during the War. Set in an alternate 1930s Europe, the game combined the collective memory of Holocaust with an atypical representation of World War II in its allegorithmic structure. We argued that this combination has produced a double screen memory that attempted to invite a shared affection in dealing with Japanese traumatic memory of World War II. In conclusion, our article demonstrated the capacity of digital games as a culturally-specific site of memory production and preservation offering a complex combination of recycled and new perspective of World War II.
Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game Mahdi Gheitasi; Joan Arnedo Moreno; Sorin Hermon; Marc Aurel Schnabel
Journal of Games, Game Art, and Gamification Vol. 8 No. 1 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i1.9874

Abstract

Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy
The Development Of Android-Based Plane Figure Educational Game Using Unity 2D With Fisher Yates Shuffle Algorithm (A Case Study At Sekolah Dasar Negeri 1 Brobot) Cinde Yuliga Cinde; Tito Pinandita
Journal of Games, Game Art, and Gamification Vol. 8 No. 2 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i2.9947

Abstract

The development of educational games can be utilized optimally as one of the learning media. The learning activity applied in grade IV at SD Negeri 1 Brobot (Public Elementary School 1 of Brobot) still uses conventional methods, it makes students feel bored especially in plane figure material. This study aims to develop an Android-based plane figure educational game using Unity 2D with Fisher Yates Shuffle to increase students' interest and motivation in learning, especially in plane figure material. This study uses RD (Research and Development) using the ADDIE development model. The ADDIE stage includes Analysis, Design, Development, Implementation, Evaluation. In the validation test of the plane figure educational game, the researcher uses two validators, namely a validator as a media expert and another validator as a material expert. In addition, the plane figure educational game was tested for practicality with the subject of 3 students of grade IV at SD Negeri 1 Brobot, who were categorized as high ability (1 student), another one student in medium ability and the rest one is in low ability. At the implementation stage, the pretest and posttest were tested on 12 students to find out the effectiveness of educational games in increasing student learning. The results obtained in the plane figure educational game are from the media expert validation test getting a percentage of 82.8%, the material expert validation test getting a percentage of 87.5%, and the practicality test getting an average percentage of 82.5%. In the pretest and posttest tests, the average percentage is 27.5% pretest and the posttest score is 40.8 and the learning improvement gets an increase of 48.4%.
Interactive Horror Story Games and Its Core Drive Implementations: Case Study on The Dark Pictures Anthology Season One Games Galih Dea Pratama; Andien Dwi Novika
Journal of Games, Game Art, and Gamification Vol. 8 No. 2 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i2.10178

Abstract

In presenting immersive gameplay experience to its base of players, various game titles provide certain game techniques in its disposal. As in The Dark Pictures Anthology games, the series provides branching narrative to add the layers of challenge given to the player. In order to persuade the player to complete the game, there are Core Drives which embody the player’s motivation throughout the game itself. In this research, we will present how the Core Drives are represented in interactive horror story games through the experiment on The Dark Pictures Anthology Season One games with analysis on the Core Drives using Octalysis framework. The experiment shows that the game series brought many game techniques, with Narrative, Progress Bar, Instant Feedback, alongside Plant-Poison Picker, Count Down Timer, Visual Grave, and Rightful Heritage becoming the prominent techniques from the series.
User Experience Analysis on Mobile-Based MOBA Games Using UX Curve Method: Case Study: Mobile Legends Arianto, Fariz; Az-Zahra, Hanifah Muslimah; Prakoso, Bondan Sapta
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.10372

Abstract

Nowadays, one of the most commonly used form of entertainment is games. For this reason, every game developer tries to produce the perfect game by providing exciting gameplay, a friendly interface, and gorgeous graphics. Although many developers fail and end up closing their games, there are also some developers who are successful in doing so. One developer who is successful and very active in updating their game is Moonton, with a game called Mobile Legends: Bang Bang. Related to this, researchers want to analyze what kind of experience that the users feel when playing this game so that many users in Asia, especially in Indonesia, download it. To achieve this goal, it requires the UX Curve method which can be used to evaluate user experience over a period of months without taking a long time. With this study, the researchers hope to find out the user's point of view and identify the reasons in the form of features that are favored by users as a proof of why this game is popular. The results of this research can serve as information for developers to develop similar games. In addition to information for developers, readers can also gain insight into the implementation of the UX Curve method for MOBA games. After the research is concluded, it turns out that updates to the game greatly affect the improvement of the general user experience over time. This is evidenced by the number of curves that increase has a greater number of 9 curves, while the stable and decreasing curves only amount to 3. In addition to the number of curves or quantitative data, user reasons are also taken into account as semi-quantitative data. The highest number of user positive reasons is related to ease of use, which is 51 reasons. The majority of user reasons were related to the functionality of the game such as the ease of using new characters and adapting to the game changes.
Designing and Developing Digital Computer Game of Plastic Waste Awareness for Young Children Frans, Octavianus; Zufri, Tubagus; Hilman, Dodi
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.10395

Abstract

Providing education about how to behave or make decisions using game media will enable children to develop positive attitudes in dealing with waste problems which increasingly require our thoughts together. The design method through the stages of observation in the form of visual data search, analysis elaboration mapping problem, then visually determining the essential character as the main idea. The result is a character design with the function that allows player to know the existence of the threads. The game is made to arouse the interest of the players about anticipating plastic waste. This game is made in a 2-dimensional form which conveys information regarding the condition of the plastic waste which is described as attacking and filling the sea. Thus, actions will appear that will foster a sense of care for environmental cleanliness. The prototype of digital computer game was developed using scratch. The result of this prototype will be used for next development.
The Influence of Character Image to Word-of-Mouth Through Gamer Satisfaction of Impulse Spending in the Genshin Impact Mobile Game Reynaldo, Kevin; Salehudin, Imam
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.10538

Abstract

This research aims to understand the influence of character image (symbolic representation and self-image congruence) on impulse buying and satisfaction in word-of-mouth recommendations for the game Genshin Impact in Indonesia. Hence, the study explored the potential of character image by spreading online survey to gen Z Genshin Impact gamers in Indonesia. The hypotheses in this study were tested using Structural Equation Modelling (SEM) with Lisrel 8.8. The significant results of this study to show character image have positive influence between impulse buying, satisfaction, and word-of-mouth. Character image is one of the important factors in increasing revenue for game companies, as seen in Genshin Impact, where the selling point of sales come from in-game character that make the company’s revenue increase.
Alternating Sword Controller in First-Person Action Game using Fuzzy Logic for Adaptive Enemy Azra, Arby Azyumardi; Harisa, Ardiawan Bagus
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.10549

Abstract

Virtual Reality (VR) has become widespread in the gaming industry, but the high cost of VR devices makes it difficult for gamers to own one. This research provides a solution by creating a new First-Person Action game that has Motion Controller using the gyroscope sensor on smartphones. A game with adaptive difficulty is necessary, as playing a game that is too easy or difficult can lead to frustration and boredom. This research applies the Fuzzy method to implement the adaptivity of the enemy to the player. The Fuzzy system will model the player's ability based on their performance in a level and produce an impact on the enemy in the next level. We produced a simple VR game on a smartphone with a Fuzzy system that automatically adapts the difficulty by using “Resistance” as the enemy’s new life. As a result, 90.5% of the 14 respondents that faced the difficulties in each of the levels are being adjusted by the game. Even though the experiences of each respondent are different, most respondents can intuitively play the game without asking for help.
Implementation of Finite State Machine to Determine The Behaviour of Non-Playabale Character in Leadership Simulation Game Rizqi Alvian, Muhammad Bagus; Bukhori, Saiful; Furqon, Muhammad ‘Ariful
Journal of Games, Game Art, and Gamification Vol. 9 No. 1 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i1.10894

Abstract

In today's era, games are widely enjoyed by the Indonesian society, and one of them is simulation games. Simulation games have many advantages, including allowing players to experiment freely and encouraging them to learn. Therefore, the use of simulation games can be utilized as a training medium, such as leadership training. There are five levels of leadership based on The 5 Levels of Leadership: position, permission, production, people development, and pinnacle. Direct practice is necessary in training these levels of leadership through the implementation of Artificial Intelligence (AI) in simulation games. One of the AIs used for this implementation is the Finite State Machine (FSM). FSM will be implemented in Non-Playable Characters (NPCs) to determine behavior that is adjusted to the 5 levels of leadership. There are three State Machines (SM) applied to NPCs: Core Game SM, Movement SM, and Status SM. The use of FSM in NPCs results in dynamic NPC behavior in terms of physical movement and changes in NPC status according to 5 Levels of Leadership

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