Game is an entertainment facility that contains games using electronic devices which involve players who make decisions through control of game objects for certain purposes, known as users. The game growth industry has developed especially in a variety of types of games which include Maze Game, Board Game, Card Game, Battle Card Game, Quiz Game, Puzzle Game, Shooting Game, First Person Shooting (FPS), Side Scrolling Game, Fighting Game , Racing Game, Simulation, Strategy Game, Role Playing Game (RPG), Adventures Game, Sport Game, and Edutainment Game. In Indonesia itself, there are a variety of online games that have sprung up, among the many types of online games that are currently being talked about is the "Among Us" game. In the process of designing and developing the concept of a game, it is very important to get to know the user who is expected to be able to play the designed game. So that it can be seen the user's process in interpreting a game, this can be explored with various approaches, one of which is using reception analysis theory. Reception Study (study of acceptance) is one that develops in cultural studies, which focuses on messages or communication discourses and has implications for audiences. In this study, the game "Among Us" contained a narrative or storyline that was presented as well as a visualization of the character design of this game. The goal to be achieved in this research is to find out the meaning of players towards the Among Us game by using a Reception Study (acceptance study) which will focus on interpretive meanings and experiences of users or game users in interacting with game media.
In game design, in addition to having a powerful and interesting gameplay concept, creator should pay attention to the visual aspect embodied in the visual design of the game. Visual aspect is so important to attract user to play it, especially in Multiplayer Online Battle Arena (MOBA) genre game. With the support of visual design, users can easily understand and follow the gameplay faster and and surely they can understand the ability of each character with ease. This research tries to study the visual design and characters design of Arena Of Valor game. With visual perception theory and manga matrix theory to gain an understanding of the visual approach and creator considerations in the game visual design. Hopefully this research can be used as the basis reference for further MOBA game development. ABSTRAKPerancangan sebuah game selain memiliki konsep gameplay yang kuat dan menarik, harus memperhatikan aspek visual yang diwujudkan dalam rancangan visual game tersebut. Aspek visual begitu penting untuk menarik minat user untuk memainkannya terutama digame yang bersifat Multiplayer Online Battle Arena (MOBA). Dengan perancangan visual game yang didukung oleh perancangan karakter yang tepat, user dapat memahami dan mengikuti gameplay lebih cepat serta dapat memahami kemampuan (ability) dari setiap karakter dengan mudah. Penelitian ini berusaha mengkaji visual Arena Of Valor berdasarkan teori persepsi visual dan teori manga matrix untuk mendapatkan pemahaman akan pendekatan visual yang dilakukan creator game tersebut. Dengan ditemukannya pertimbangan-pertimbangan yang diperlukan dalam perancangan visual dari game Arena Of Valor ini diharapkan dapat digunakan sebagai dasar pengembangan visual game selanjutnya. Kata Kunci: Game, Persepsi, Manga Matrix, Arena Of Valor, Visual PENDAHULUAN Games bukanlah fenomena baru lagi sebagai alat hiburan, bahkan saat ini masyarakat dapat dengan mudah mendapatkan dan mengakses beragam permainan karena banyak game yang sudah terintegrasi secara sistem dengan beragam gadget atau telepon pintar (smartphone). Akibat integrasi yang dilakukan saat ini bermain games telah menjadi kebiasaan dan kebutuhan sebagian masyarakat untuk melepaskan
Penelitian ini membahas tentang penyebaran radikalisme melalui media sosial sebagai tantangan di era globalisasi. Media sosial sebagai platform komunikasi baru di era globalisasi yang memberikan berbagai informasi dan kemudahan akses bagi kelompok gerakan radikal untuk menyebarkan pemahaman dan membentuk opini publik di masyarakat. Maraknya konten radikal melalui media sosial dapat menjadi tantangan bagi negara untuk menciptakan persatuan negara dan meminimalisasi konflik antar saudara kandung. Penelitian ini menggunakan metode kualitatif dengan pendekatan deskriptif analitis dan menggunakan teknik pengumpulan data sekunder. Hasil penelitian ini menunjukkan bahwa media sosial dapat menjadi sarana penyebaran konten radikalisme dan mempengaruhi pola pikir dan nilai meskipun hanya melalui ruang privat. Selain itu, untuk menghadapi tantangan globalisasi yang muncul akibat luasnya pengaruh informasi, harus ada optimalisasi peran negara, seperti upaya menerapkan model pemerintahan hibrida dan menerapkan kontrol sosial di masyarakat dalam berkontribusi menjaga kesatuan masyarakat.
Gamers are an important element in video games. Those who encourage game developers to improve the quality of their products. One game that is currently being discussed is Game Among Us, this game is a game inspired by the Werewolf game. In the process of designing and developing a game concept, it is very important to know the users who are expected to play the designed game. One way to get to know the user can be done by studying and researching pre-existing games, so that the user process can understand the meaning of a game, this can be studied with various approaches, one of which is using reception analysis theory. This theory focuses on the activity of interpreting meaning, producing, and experiencing the audience's experience in interaction with media texts. Then those who will be respondents in this research are the creative box community, a game developer community forum that was established in 2016 consisting of students from Budi Luhur University, Jakarta who are directly engaged in producing games and as game media users, where the object of this research is in the form of game media. Therefore, researchers make creative boxes as research subjects by using the object of research, namely the game Among Us. So the goal to be achieved in this research is to find out the meaning of the game Among Us in the form of elements of violence, visualization of characters and backgrounds and storylines using a qualitative descriptive approach.
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