cover
Contact Name
kathryn widhiyanti
Contact Email
kathrynwidhiyanti@gmail.com
Phone
-
Journal Mail Official
jags@isi.ac.id
Editorial Address
-
Location
Kab. bantul,
Daerah istimewa yogyakarta
INDONESIA
Journal of Animation & Games Studies
ISSN : 24605662     EISSN : 2502499X     DOI : -
Journal of Animation & Games Studies (JAGS) merupakan jurnal interdisipliner mengenai perkembangan riset, rekayasa cipta, studi pustaka maupun kajian di bidang animasi dan game yang termasuk dalam ranah seni terapan media rekam.
Arjuna Subject : -
Articles 6 Documents
Search results for , issue "Vol 9, No 1 (2023): April 2023" : 6 Documents clear
Desain Karakter Animasi “Kinanti” Berbasis Local Genius Ika Yulianti
Journal of Animation and Games Studies Vol 9, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v9i1.9005

Abstract

Kemampuan generasi muda dalam menyerap dan mendukung peran local genius dalam kehidupannya tentu saja beragam cara, salah satunya adalah mengimplentasikan pesan filosifis dari nenek moyang dalam karya. Kantil merupakan bunga yang biasa digunakan dalam sajian ubo rampe dalam tradisi Jawa. Kantil sendiri memiliki pesan filosofis yang harus dipahami oleh generasi muda. Proses studi penciptaan dalam pembuatan desain karakter animasi bernama Kanthi yang berasal dari imajinasi peneliti yang berasal dari bunga Kantil. Melalui pengambilan data penelitian kualititatif dari pengumpulan data langsung, dokumentasi literatur hingga penciptaan karya berupa proses pencarian ide, sketsa, colour test, based colour hingga shading. Studi ini menggunakan pendekatan teori  dari Bryan Tilman, dimana desain karakter hasil dari studi penciptaan dirancang dengan berdasarkan sifat yang kemudian ditempatkan pada rangkaian cerita. Proses studi penciptaan ini menghasilkan pengalaman estetis bagi peneliti dalam mengungkapkan pengalaman berkarya dan perasaaannya terhadap imajinasi objek bunga kantil. 
Rancang Bangun Game Stickman Dengan Metode Quadtree Rico Fernando; Jusia Amanda Ginting
Journal of Animation and Games Studies Vol 9, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v9i1.8821

Abstract

Quadtree method is a method of dividing region into 4. Quadtree method can be applied to make collision detection easier for collidable objects. Collision detection will be done in the smallest region of the quadtree division because of the limited speed in collision detection. This problem becomes a problem where to produce a game with optimal detection is done by dividing the region with quadtree method by dividing the region into 4 until the collidable objects in each region does not exceed the predetermined limits, thus reducing the parts that need to be checked without having to check as a whole. The method used in development is quadtree. This method is suitable to be applied to games that require collision detection in it. From this study it is obtained that the quadtree method by limiting the collision detection area can produce an optimal speed seen from the frame per second produced. The game built is expected to be able to optimize similar games that use collision detection in it. It is suggested to do further research with various types of other games.
Procedural Content Generation pada Game Tower Defense menggunakan Perlin Noise dan Algoritma Floyd Warshall Hans Juwiantho; Liliana Liliana; Michael Budiono
Journal of Animation and Games Studies Vol 9, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v9i1.8100

Abstract

To distinguish each level, tower defense games require map design, enemy travel routes, and enemy wave designs. Manually designed designs require a lot of effort and time. To overcome this problem, procedural content generation is used to create maps automatically. Not all content can be created automatically, the content designed in this research includes portal design, tower design, enemy design, and tile design. The Map is created automatically using Perlin Noise to determine the type of tiles on the map. To produce a playable map in accordance with the minimum distance requirement of 45 tiles, the position of the player portal and enemy portal need to be checked using the Floyd-Warshall algorithm. The test results show that after 100 attempts, 25 trials need to be repeated because the distance between the portals does not meet the requirements. The average map creation time is 0.99 seconds. The enemy waves on each map also vary from the number of each type and the order in which the enemies come out.
Habitus, Capital, and Distinction: Capital Control Strategy Through the Practice of Virtual Commodity Microtransactions in Online Games Anak Agung Ngurah Agung Suryadipta Wardhana
Journal of Animation and Games Studies Vol 9, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v9i1.8254

Abstract

This research article aims to understand how capital control strategies are carried out by players in online video games through the practice of virtual commodity microtransactions. The research was carried out using a qualitative approach and literature review as a method for presenting the reality related to social interactions in online video games and microtransactions practices. The reality discovered through the literature review process is then analyzed based on the postmodernism perspective of Pierre Bourdieu regarding habitus, economic capital, social capital, symbolic capital, and distinction. The results of the study show that online video game players practice virtual commodity microtransactions as a capital control strategy. The players also convert capital forms according to their tastes and desires. Judgment of tastes in the context of online video games arises from the formation of virtual social classes based on capital ownership among the players. The practice of microtransactions then becomes a capital control strategy for players to climb the virtual social hierarchy or maintain their position.
Relevansi Game Based Assesment (GBAs) Dalam Pembelajaran Pasca COVID-19 Di Kalangan Siswa SMA/SMK Aqil Fadhilah; Maya Purnama Sari
Journal of Animation and Games Studies Vol 9, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v9i1.8493

Abstract

Beragam studi menjelaskan bagaimana pandemi COVID yang dimulai tahun 2019 berdampak pada berbagai bidang dan aspek kehidupan masyarakat secara global. Begitu pula bidang pendidikan yang ikut terdampak dalam berbagai aspek. Sebuah studi menemukan dampak psikologis terhadap anak dan remaja dengan hasil 35,2% dari 21.330 subjek menjadi mudah bosan dan 79,4% mengalami perubahan kebiasaan menjadi lebih buruk. Secara tidak langsung hal ini membuat pembelajaran di sekolah terdampak. Penelitian ini dilakukan menggunakan metode deskriptif kualitatif dengan model studi literatur dengan harapan penelitian ini dapat menjadi referensi bagi peneliti lain yang mengembangkan evaluasi pembelajaran dalam bentuk game dan menjelaskan apakah hal tersebut relevan atau tidaknya untuk digunakan mengingat terjadinya perubahan sistem dalam Pendidikan yang merupakan sebuah dampak dari terjadinya pandemi COVID-19. Penggunaan GBAs meningkatkan motivasi dan membuat jam belajar lebih banyak karena rasa ketertarikan dan rasa imersif. Namun disayangkan dari segi kepraktisan penggunaan media berbasis game sulit untuk diterapkan secara umum di Indonesia.
Analisis Game Bubur Ayam Express Sebagai Bentuk Advergame Luvia Nisa Mutmainati
Journal of Animation and Games Studies Vol 9, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v9i1.8730

Abstract

Games in today's digital developments are no longer something that is difficult to reach, everyone can access games easily. This also affects the function and role of a game, where today's game is not only an entertainment medium but also an advertising medium. The role of games as an advertising medium is known as the advergame strategy, which is a combination of advertising and games. Games are considered capable of being an effective communication medium in communication between brands and consumers and are considered capable of increasing brand awareness of a product. One of them is Express Chicken Porridge Game. Game Bubur Ayam Express is an advertising medium for Sasa products produced by PT. Sasa Inti. Advergame has several types that differ from one type to another. The Bubur Ayam Express game uses an advergame type in the form of product placement where Sasa products are placed throughout the game and become part of the game's gameplay. The methodology used is qualitative with a visual analysis model.

Page 1 of 1 | Total Record : 6