Serious games or applied games are digital games applied in serious fields such as education, advertising, health, business, and the military. Currently, serious game development is mostly based on the Game Development Life Cycle (GDLC) approach. A serious game is a game product with unique characteristics that require a particular approach to its development. This paper proposes a serious game development model adapted from the Game-Based Learning Foundation. This paper’s main contribution is to enhance knowledge in the game development field and game-related application research. The proposed model was validated using the relativism approach and it was used to develop several game prototypes for universities, national companies, and the military.
Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational games include combining a learning subject with challenging elements and engaging visualization. Most educational games translate the challenge component of the game in the form of multiple choice quizzes, questions, answers, or puzzle solving. This result causes the mechanical structure of educational games less interesting than the mechanics of entertainment games. This paper proposes a scenario development model for educational games derived from the game goal typology commonly found in entertainment games. This model is expected to be a reference for developing educational game scenarios that can enrich the types of mechanics and increase the engagement of an educational game. The proposed model in the research has been tested on two educational games, both of which received high attractiveness scores of 1.632 and 1.542 respectively on the User Experience Question (UEQ) scale.
Jagad Creative merupakan mitra produktif yang bergerak di bidang desain, dan percetakan. Selama ini fokus utamanya adalah mengerjakan proyek buku dan kalender. Seiring dengan tren perkembangan boardgame, Jagad Creative juga ingin berkontribusi dalam industri boardgame. Namun Jagad Creative belum menguasai teknis pengembangan storytelling, mekanik dan gameflow boardgame. Sehingga tujuan dari pengabdian masyarakat ini adalah untuk membantu Jagad Creative dalam merancang sebuah prototype boardgame. Tema pengembangan boardgame tahap perdana ini adalah pengenalan 16 Subsektor Industri Kreatif. Kegiatan pengabdian kepada masyarakat ini menghasilkan 10 sample boardgame yang masing-masing terdiri dari 1 boardgame, 16 kartu subsektor industri kreatif, 20 kartu organisasi, dan 50 kartu talent kreatif. Implikasi dari kegiatan ini diharapkan Jagad Creative dapat memahami konsep pengembangan gameflow boardgame dan melakukan pencetakan masal terhadap produk boardgame yang diberi nama “Gathering”. Rencana keberlanjutan dari kegiatan ini adalah mengembangkan gameflow boardgame sesuai dengan prototipe gameflow “Gathering” namun menggunakan tema yang berbeda untuk meningkatkan potensi komersialisasi.Kata Kunci: Boardgame, Game-based Learning, Industri Kreatif
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