We are presenting our research about the importance of the User Interface (UI) and the User Experience (UX) and Gameplay experience (GX) on a video game. In order to find the effect of user in forms of UI, UX and GX on video games, a quick survey was done using Google Form for 60 participants and only 52 respondents which answer yes in question number 1, where 36 and 16 respondents are male and female respectively. The 52 respondents are spread into 4 range ages where 16, 24, 8 and 4 respondents are between ages 13-20, ages 21-30, ages 31-40 and age more than 41 respectively. The interesting thing is from 52 respondents 69.2%(36 respondents) are male and 46.2% (24 respondents) between age 21-30, 34.6% (18 respondents) have been playing Tekken games, 71.2% (37 respondents) have ever played tekken 7 console version. For 37 respondents (71.2% from 52 respondents) who ever played tekken 7 console version, 67.6% (25 respondents) very love with score 5 for the Tekken 7 main menu, 64.9% (24 respondents) are very love with score 5 for the Tekken 7 character game, 56.8% (21 respondents) are very love with score 5 for the Tekken 7 character customization, 62.2% (23 respondents) are very love with score 5 for the Tekken 7 gameplay UI. The survey shows that most of the player are male, range age between ages 21-30 and Tekken game version 7 is loved because having excellent UI, UX and GX.

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158

THE EFFECT OF UI,UX and GX ON VIDEO

GAMES

Dedy Prasetya Kristiadi

Computer Systems

STMIK Raharja

Tangerang, Indonesia

dedy.prasetya@raharja.info

Yogi Udjaja1 , Budiman

Supangat2 , Randy Yoga

Prameswara3

Computer Science Department,

School of Computer Science1

Information Systems Department,

School of Information Systems 2,3

Bina Nusantara University,

Jakarta, Indonesia 11480

yogi.udjaja@binus.ac.id 1,

budiman@binus.ac.id 2 ,

randy.prameswara@binus.ac.id 3

Harco Leslie Hendric Spits

Warnars1 , Yaya Heryadi2

Computer Science

Department, BINUS

Graduate Program Doctor

of Computer Science

Bina Nusantara University

Jakarta, Indonesia 11480

spits.hendric@binus.ac.id1 ,

yayaheryadi@binus.edu2

Worapan Kusakunniran

Faculty of Information and

Communication Technology

Mahidol University

Nakhon Pathom, Thailand

worapan.kun@mahidol.ac.th

AbstractWe are presenting our research about the

importance of the User Interface (UI) and the User Experience

(UX) and Gameplay experience (GX) on a video game. In order

to find the effect of user in forms of UI, UX and GX on video

games, a quick survey was done using Google Form for 60

participants and only 52 respondents which answer yes in

question number 1, where 36 and 16 respondents are male and

female respectively. The 52 respondents are spread into 4 range

ages where 16, 24, 8 and 4 respondents are between ages 13-20,

ages 21-30, ages 31-40 and age more than 41 respectively. The

interesting thing is from 52 respondents 69.2%(36 respondents)

are male and 46.2% (24 respondents) between age 21-30, 34.6%

(18 respondents) have been playing Tekken games, 71.2% (37

respondents) have ever played tekken 7 console version. For 37

respondents (71.2% from 52 respondents) who ever played

tekken 7 console version, 67.6% (25 respondents) very love with

score 5 for the Tekken 7 main menu, 64.9% (24 respondents) are

very love with score 5 for the Tekken 7 character game, 56.8%

(21 respondents) are very love with score 5 for the Tekken 7

character customization, 62.2% (23 respondents) are very love

with score 5 for the Tekken 7 gameplay UI. The survey shows

that most of the player are male, range age between ages 21-30

and Tekken game version 7 is loved because having excellent UI,

UX and GX.

Keywords User Experience, User Interface, Gameplay

Experience, Video Games

I. INTRODUCTION

Over the past decades, an increasing amount of research

interest has been directed toward the emotional and affective

aspects of user experience (UX) and user interface (UI) that

digital games provide [1]. Nowadays video games already at

the pinnacle of human dreams, combining with new technology

discovery, there's always new innovation for video games.

With the combination of communication of the new

technologies, playing video games will be more enjoyable, and

time wasting, in which today players can access games from

their smartphone, tablet, and laptop [2].

However, the gaming industries began to adopt the formal

technique of human-computer interaction (HCI), especially for

UX, to evaluate their products [21]. In the serious field of

gaming, further expansion is required to include serious aspects

(advanced goals such as specific knowledge training) [3]. For

example, in the field of game-based learning, approaches such

as computer-based evaluations have been developed. Players

will experience something called Gameplay experience (GX)

while they play the game [16]. GX is created during the

process of player-game interaction, where this interaction has

the goal to provide a motivating and fun experience for the

player [4,20].

Since GX is an important factor for the success of a game, a

formal classification of how to design and evaluate GX is

necessary [5,18]. Using appropriate mechanisms for evaluation

and measurement of GX allows the validation of good

gameplay experiences [17,19].

II. UI, UX, AND GX

User interface (UI) is anything that is designed to be an

information device, in which user can interact with. This can

include the display screen, keyboard, mouse, and desktop

display. This is also how users interact with apps or websites.

This growth of dependency leads many companies that focus

on web applications and mobile apps to place a higher priority

in UI in order to improve the overall UE [6 ] . Meanwhile, User

experience (UX) is the art of a product design planning so the

interaction with completed products will be as great as

possible. This includes the interaction with end-user on a

several IT systems including the interface, graphics and design.

Both elements are very important for product and work

together. But apart from their professional relationship, the role

itself is very different, referring to the very different part of the

159

process and the discipline design [7]. Where UX Design is a

more analytical and technical field, UI Design is closer to what

is called graphic design, although the responsibility is rather

complicated. Furthermore, after classifying the difference

between UX and UI, there is one more factor called Gameplay

Experience. Gameplay Experience (GX) is the process of

developing digital games that usually iterative and focused on

the product. While playing the game with good UE and UI, it

also creates a good GX. With a good GX, people will enjoy the

game. Therefore, playing with user focus on players has long

been established with a-high-level of informality [8]. This

comparison is inspired from Analysis of Relationship Between

Three Dimensions of Quality [9]

According to Grodal et al. it is the aesthetic to characterize

the fun of playing games [10]. In the first time of playing the

new game, the player experiences unfamiliarity and challenge

and starts to explore the game. After enough trying and replay

the game to get the point where they're used to the game,

they're not feel any longer to play that game anymore [11].

Figure 1 shows the elements that related to pleasurable of

gameplay experience while we play the game because there are

much elements that can make a good mood for humans [12].

Fig. 1. Pleasurable gameplay experiences.

III. SURVEY OF THE EFFECT OF THE USER ON TEKKEN

VIDEO GAME

In order to find the effect of user in forms of UI, UX and

GX on video games, a quick survey was done using Google

Form for 60 participants. Only 52 respondents were eligible as

they answered yes for the question number 1. Then only 37

respondents were eligible to answer the last 4 questions since

they have played Tekken games version 7. The other related

work survey was done in order to recognize how data

warehouse can be understood by undergraduate bachelor

student [13]. The objective of this survey is to find out how the

UI affects to the game, particularly for those users who have

the experience on playing video game Tekken. The link to

Google survey form is shown as

https://goo.gl/forms/vaOrDhimgUf1iR2r1

We distributed the survey form to group line messenger of

video game Tekken player Indonesian community in 3 days

bet ween 15 to 17 May 2017. On the future, the data mining

algorithms can be implemented to define how users think about

the game. Data mining is the process to find the new

correlations and patterns. It works by filtering a large amount

of data that stored in data warehouse, using technology

reasoning patterns and statistical techniques [14].

Fig. 2. Example of the question in the survey.

Figure 2 is a screen shot of the first question survey. The

survey asked about user's effect on video game, named Tekken

which is fighting game that was created in 1994 and become

popular fighting game until now. It was published on

December 9, 1994. For the Tekken version 1, it's genre was a

Fighting game, and started from arcade and followed by

PlayStation 1. After the following years, they released Tekken

version 2 in the same platform.

Each release Tekken always put a major improvement on

the Graphic and animation. The game always exclusively

released for PlayStation platform. Later, the publisher tsarted to

release the Tekken on multiple platforms including Xbox, PC

and Wii. It now reaches Tekken 7 from all 10 Tekken versions.

Tekken 7 was released in 2015 for arcade version, and for the

console in 2017 . The game received positive feedbacks from

around the world.

Why we use Tekken game as our survey material? because

Tekken series already exist from our childhood, when we play

this game at play station console almost every kid at school talk

about it and discussing it like football and we are die-hard fan

for Tekken series. An excellent style manual for science writers

is. In this chapter, we discuss how the gameplay experience can

be conceptualized. It provides models that set some basic

components and ends with a model assessment with some hints

for further research [15]. Th at is why we make some questions

to collect the data and make the conclusion about the survey.

160

Next, there are 10 questions in the survey as below:

1. Have you ever played Tekken before?

2. What is your gender?

3. What is your age range?

4. What is your first version of Tekken game?

5. How many years have you been playing Tekken game?

6. Have you ever played Tekken 7 Console Version?

7. How do you feel with the main menu experience with

Tekken 7?

8. How do you feel with the character selection from Tekken

7?

9. How do you feel with the character customization in

Tekken 7?

10. How do you feel with Tekken 7 gameplay UI?

A. Question 1-Have you ever played Tekken game?

This question is to find out that the respondents have played

Tekken series game or not. If they never played this game

series , then they will not have to continue the survey. The

survey result as shown in figure 3 were from 60 respondents.

a. 52 respondents said yes (86.7%)

b. 8 respondents said no (13.3%)

Fig. 3. Answers for question 1.

B. Question 2-What is your gender?

This question is to find out the respondent's gender. With

this we can see which is the dominant player's genders who

play Tekken. From 52 respondents, the results are:

a. 36 respondents are Male (69.2%)

b. 16 respondents are Female (30.8%)

Fig. 4. Answer for question 2.

C. Question 3-What is your age range?

This question is to find out the respondents' age range.

With this we can know the range of the respondent's age (13-

20, 21-30, 31-40 and more than 41 years).

Fig. 5. Answer for question 3

From 52 respondents, the results are:

a. 16 respondents between age 13-20 (30.8%)

b. 24 respondents between age 21-30 (46.2%)

c. 8 respondents between age 31-40 (15.4%)

d. 4 respondents between age 41+ (7.7%)

D. Question 4-What is your first version of Tekken game?

In this question, the respondents were asked about the first

version of Tekken that they played.

Fig. 6. Answer for question 4.

161

From 52 respondents, there are 10 choices that they can

choose.

a. 5 respondents for Tekken version 1(9.6%)

b. 2 respondents for Tekken version 2 (3.8%)

c. 3 respondents for Tekken version 3 (5.8%)

d. 0 respondents for Tekken Tag Tournament (0%)

e. 3 respondents for Tekken version 4 (5.8%)

f. 6 respondents for Tekken version 5 (11.5%)

g. 3 respondents for Tekken version 5 dark retribution (5.8%)

h. 11 respondents for Tekken version 6 (21.2%)

i. 8 respondents for Tekken Tag Tournament version 2

(15.4%)

j. 11 respondents for Tekken 7 (21.2%)

On this question, we add some pictures of the title in order

to help them in remembering what was the first game series

that they played by giving the game CD cover a picture for

each selection.

E. Question 5-How many years have you been playing Tekken

game?

In this question, the respondents were asked how many

years they have been playing Tekken series. From this, we give

them choices of 1 - 4, 5 - 9, 10 - 14, 15 19 , and 20 - 23 years.

30.8%

34.6%

11.5%

13.5%

9.6%

1 until 4 years

5 until 9 years

10 until 14 years

15 until 19 years

20 until 23+ years

Fig. 7. Answer for question 5.

From 52 respondents there are range answering which

consist of:

a. 16 respondents between 1-4 years (30,8%)

b. 18 respondents between 5-9 Years (34.6%)

c. 6 respondents between 10-14 years (11.5%)

d. 7 respondents between 15-19 years (13.5%)

e. 5 respondents between 20-23+ years (9.6%)

F. Question 6- Have you ever play Tekken 7 console version?

This question is to find out that the respondents have played

Tekken 7 console version. If they've never played this series,

then the survey will end here.

Fig. 8. Answer for question 6.

From 52 respondents, there are range answering consist of:

a. 37 respondents say yes (71.2%)

b. 15 respondents say no (28.8%)

G. Question 7- how do you feel with the main menu

experience with Tekken 7?

2.7 2.7 8.1

18.9

67.6

0

10

20

30

40

50

60

70

80

1 2 3 4 5

Fig. 9. Answer for question 7.

For questions 7-10, the score 1 means "I hate it!" and the

score 5 means "I love it!". This question is to find out how the

respondent feels when accessed the main menu and how they

feel about the main menu of Tekken 7, by considering its look,

interface, interaction with the players. In this question, we

include a picture of the main menu of Tekken 7.

From 37 respondents there are range answering which is

consist of:

a. point 5 = 25 respondents (67.6%)

b. point 4 = 7 respondents (18.9%)

c. point 3 = 3 respondents (8.1%)

d. point 2 = 1 respondents (2.7%)

e. point 1 = 1 respondents (2.7%)

H. Question 8- How do you feel with the Character selection

from Tekken 7?

This question is to find out how the respondent feels when

accessing character selection menu. In this question we include

a picture from the character selection. It is about how they feel

about character selection, by considering its look, interface, and

162

interaction with the players. It is also about the player like the

costume selection and animation background or not.

0.0 2.7 2.7

29.7

64.9

0

10

20

30

40

50

60

70

80

1 2 3 4 5

Fig. 10. Answer for question 8.

From 37 respondents there are range answering which is

consist of:

a. Point 5 = 24 Respondents (64.9%)

b. Point 4 = 11 Respondents (29.7%)

c. Point 3 = 1 Respondents (2.7%)

d. Point 2 = 1 Respondents (2.7%)

e. Point 1 = 0 Respondents (0.0%)

I. Question 9- How do you feel with character customization

of Tekken 7?

This question is to find out how respondents feel when

accessing character customization menu. In this questions we

include a picture from the character customization. This

question can provide about the respondent's satisfaction with

the current character customization of Tekken 7, and the easy

to access and understand of the UI.

0.0 2.7 8.1

32.4

56.8

0

10

20

30

40

50

60

70

80

1 2 3 4 5

Fig. 11. Answer for question 9.

From 37 respondents there are range answering which is

consist of:

a. Point 5 = 21 Respondents (56.8%)

b. Point 4 = 12 Respondents (32.4%)

c. Point 3 = 3 Respondents (8.1%)

d. Point 2 = 1 Respondents (2.7%)

e. Point 1 = 0 Respondents (0%)

J. How do you Feel with Tekken 7 Gameplay UI ?

This question is to find out how the respondent feels when

interact with gameplay's UI. In this questions we include a

picture from the gameplay, so player know what we are asking

for, including how they feel about the gameplay UI, its look,

interface, and interaction with the players. It is also about

whether players like the health bar and tutorial or not, whether

the game has an enjoyable mechanic and a non-disturbing UI

or not, and whether it is easy to recognize UI or not.

0.0 0.0

10.8

27.0

62.2

0

10

20

30

40

50

60

70

80

1 2 3 4 5

Fig. 12. Answer for question 10.

From 37 respondents there are range answering which is

consist of:

a. Point 5 = 23 Respondents (62.2%)

b. point 4 = 10 Respondents (27%)

c. point 3 = 4 Respondents (10.8%)

d. point 2 = 0 Respondents (0.0%)

e. point 1 = 0 Respondents (0.0%)

IV. T HE SURVEY RESULT

After gathering the survey, we conclude that from 60

population, estimated 80% have been played Tekken before.

To the next section, the dominant gender that follows this

survey is male with approximately 69% of 52 respondents.

Moving to the age of the respondents, the answers are most

dominant with 21-30 years old, estimated 46% from 52

respondents. Meanwhile we asked our respondents with first

experience of Tekken game, surprisingly the two answers had

the same highest percentage of 21%, which are Tekken 6 and

Tekken 7.

In addition, we ask our respondents how long they have

played Tekken series. The top answer is 5-9 years, estimated

34% from 52 respondents. After that we want to know from all

respondents, whether they have already played Tekken 7, the

new series of Tekken on console version or not. The 71% from

52 respondents said yes. From this question, the respondents

were filtered for continuing the survey. Only 37 respondents

who said yes were eligible to answer the next sections of the

survey.

163

Move along to the next section of the survey, we question

our respondents with specialized question about Tekken 7 UI.

We receive all the answers about main menu screen, character

selection, character customization menu and game UI, where

all of them has the dominant result of 5 points. This means the

respondents liked the UI of Tekken and feel seamless when

playing Tekken 7.

V. CONCLUSION

In order to find the effect of user in forms of UI, UX and

GX on video games, a quick survey was done using Google

Form for 60 participants and only 52 respondents which

answer yes in question number 1, where 36 and 16 respondents

are male and female respectively. The 52 respondents are

spread into 4 range ages where 16, 24, 8 and 4 respondents are

between ages 13-20, ages 21-30, ages 31-40 and age more than

41 respectively.

The interesting thing is from 52 respondents 69.2%(36

respondents) are male and 46.2% (24 respondents) between age

21-30, 34.6% (18 respondents) have been playing Tekken

games, 71.2% (37 respondents) have ever played tekken 7

console version. For 37 respondents (71.2% from 52

respondents) who ever played tekken 7 console version, 67.6%

(25 respondents) very love with score 5 for the Tekken 7 main

menu, 64.9% (24 respondents) are very love with score 5 for

the Tekken 7 character game, 56.8% (21 respondents) are very

love with score 5 for the Tekken 7 character customization,

62.2% (23 respondents) are very love with score 5 for the

Tekken 7 gameplay UI.

There is possibility where for the next project, for each UI,

UX and GX should be measured in order to find which one as

excellent video games with best UI, UX and GX scores. Some

Artificial Intelligent technique which have algorithms such as

data mining, machine learning, deep learning and so on can be

applied in order to score UI, UX and GX for best excellent

video games.

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Interaktive Kulturen, 1215 September(2010).

... User experience (UX) is the art of product design planning, so the interaction with completed products will be as significant as possible. UX includes the interaction with the end user on several IT systems, including the interface, graphics, and design [48]. ...

Dyslexia is a relatively common language disorder which is generally ignored in rural communities. It hinders children's learning processes and, in some cases, is the cause of dropouts or violence in schools. The present work strives to create a web and mobile app as a preliminary step towards the diagnosis and treatment of dyslexic children. Apps providing didactic educational games and activities improve literacy skills for students with reading disabilities. The current work incorporates user experience and prototyping to fulfill app requirements. The authors evaluated the apps with the Mobile App Rating Scale (MARS) tool to assess engagement, functionality, aesthetics, and information. The app's improvements were immediately implemented and tested in the "Escuela Linea Equinoccial" (Ecuador) school, proving its utility for future use in the education system. The app can be a valuable tool for children with dyslexia to progress successfully through school, raising their self-confidence and, thereby, helping them reach their full potential as adults able to make a positive contribution to society.

... There are many models for evaluating the usability of the application or software such as the User Experience Questionnaire (UEQ) [3], Game Experience Questionnaire (GEQ) [4][5][6], Computer System Usability Questionnaire (CSUQ) [7], Quality Function Deployment (QFD) [8], Questionnaire for User Interface Satisfaction (QUIS), and System Usability Scale (SUS). CSUQ, QUIS, and SUS reach only 30-40% accuracy with a sample size of only 6, while SUS increases about 75% accuracy at a sample size of 8 and reaches 100% at a sample size of 12 as stated by Tullis and Stetson [9]. ...

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... Serious game implementation for children with Attention Deficit Hyperactivity Disorder (ADHD) was extended by using metric game measurement [35]. Moreover, the card game element also can be applied in the order as a serious game for decision-making purposes [36], and performance of serious game can be extended such as with extension of matchmaking in MOBA serious game [37] and expansion of User Interface (UI), User Experience (UX) and Gameplay Experience (GX) in the serious game [38]. ...

Currently, the growth of information and technology is rapid. It makes a lot of things in various fields including education becoming more effective and efficient. In education, one of its implementation which is a game is proven to be a useful tool to support conventional teaching methods and bring a more natural understanding of learning materials. Moreover, as a product of the popular culture in modern society, video game mirrors the general culture practice in real life and reflects it via its own culture inside the game. This makes a video game can give a contribution to the social construction of reality as it affects the player's view towards learning in real life and vice versa. From there, we see that there is an opportunity for learning about religion to be supported by its utilization to provide an interactive and fun learning experience. In this paper, we discuss how a video game is implemented to support religious learning. The game was developed with the scrum method where we surveyed to gather the user requirements before the design step. The game design was made by using the use case diagram and storyboard, and it was built using Unity version 2017.3.0f3.

... The attitude of people when playing a game, can be different from the person who is not playing a game, because when the person is playing a game then player will feel as if he is in the "world" that the game created [6]. The game certainly provides ASTESJ ISSN: 2415-6698 problems and challenges to be faced by players, if the game does not provide a challenge then the game will be less fun to play. ...

... To develop the precise hypothesis requires an expert system in order that the process and results are carried out in accordance with original circumstances Udjaja et al., 2018). Subsequently added with user interface and user experience that is easy to understand so users can understand the process and results of profiling which is conducted (Kristiadi et al., 2017;). ...

... Experiential learning is a method that can attract a person's attention in terms of learning, so that the person can learn actively and can create a conducive learning experience, and produce specific scientific improvements, as studied (Ozogul, 2018). It also affects the emotional and affective users, who are appointed based on the art of product design planning on interaction with users (Kristiadi et al., 2017). ...

... With the lack of physical form and pleasantness, relying on Display to send information to players. The quality of the UI can be assessed from two aspects [8,9]: ...

The purpose of this research is to assist the elementary visually impaired students to learn to type a word, where the students are initially unable to utilize the computer, thus requiring the application to help the learning process. The process of applying gamification is included understanding the target audience and the context, defining learning objectives, structuring the experience, identify resources, and applying gamification elements. Some typing applications for visually impaired people are consuming braille, touchscreen, and delivered in English. As for some educational-based gamified applications have not supported typing for the blind children especially in Indonesia. Therefore, in this contribution, a novel gamified application for typing is presented. Moreover, this application is delivered in Indonesian language. As a material for typing, this application consumes questions based on the curriculum applied in Indonesia. This model is developed with utilized the Game Development Life Circle (GDLC) method which includes initialization, pre-production, production, testing, and release. The application has been tested on several respondents. The respondents believe that this application is valuable, easy to use, and easy to understand.

  • Yosep Yosep

Information technology has affected various sectors including the education sector. In the sector, information technology has brought us long distance education, which relies heavily on the use of e-learning management system. In Indonesia, Bina Nusantara University is the first and foremost long distance education institution. The institution has been developing and using an e-learning management system for a number of years. This work intends to evaluate to which extent the system is able to enhance e-learning experiences. We adopted the DeLone and McLean's Information System success model and empirically measured the relation between the aspects of system quality, information quality, service quality, user satisfaction, and net benefits. From a population of the size 311 students, we have collected 149 responses using questionnaires by randomly selecting the participating students. The responses were used to establish a multi-variate regression model where the relationships were established. The model suggested that information quality, system quality, and service quality had positive impacts on user satisfaction with the p-values of 0.014, 0.014, and 0.000 respectively. In addition, the study also found that user satisfaction was strongly and positively affected by the net benefits.

This article discusses the analysis of customer loyalty using three data mining methods: C4.5,Naive Bayes, and Nearest Neighbor Algorithms and real-world empirical data. The data contain ten attributes related to the customer loyalty and are obtained from a national multimedia company in Indonesia. The dataset contains 2269 records. The study also evaluates the effects of the size of the training data to the accuracy of the classification. The results suggest that C4.5 algorithm produces highest classification accuracy at the order of 81% followed by the methods of Naive Bayes 76% and Nearest Neighbor 55%. In addition, the numerical evaluation also suggests that the proportion of 80% is optimal for the training set.

  • Harco Leslie Hendric Spits Warnars Harco Leslie Hendric Spits Warnars
  • Epafras Suria
  • Darren Kent Jeremy

As a Computer scientist, a computer science students should have understanding about database theory as a concept of data maintenance. Database will be needed in every single human real life computer implementation such as information systems, information technology, internet, games, artificial intelligence, robot and so on. Inevitably, the right data handling and management will produce excellent technology implementation. Data warehouse as one of the specialization subject which is offered in computer science study program final semester, provide challenge for computer science students. A survey was conducted on 18 students of early year of computer science study program at Surya university and giving hypothesis that for those students who ever heard of a data warehouse would be interested to learn data warehouse and on other hand, students who had never heard of the data warehouse will not be interested to learn data warehouse. Therefore, it is important that delivery of the Data warehouse subject material should be understood by lecturers, so that students can well understood with the data warehouse.

This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices all came together to frame gameplay within something we called game cultures. Culture was the keyword, since we were not interested in studying games and play experiences in isolation, but rather as part of the rich meaning- making practices of lived reality.

In recent years, the gaming industry has grown up and digital games have become more complex products. With this maturity comes an increasing need for formal playtesting methods from user research and scientific methods from academia. Employing user research methods in game development, especially combined qualitative (e.g., questionnaires, interviews) and quantitative (e.g., EEG, EMG, game metrics) methods lead to a better understanding of the relationship and interactions between players and games. This panel gathers game user research industry and academic experts for discussing current methodological advancements and future challenges in playtesting, usability, playability evaluation, and general game user research.

In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning Workshop at the Game Developers Conference, San Jose 2001-2004. MDA is a formal approach to understanding games – one which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.

  • Amyris Fernandez Amyris Fernandez

Currently there is no accepted model of player experience in games. There are heuristics in the literature that help determine the quality of a video game. Some models try to assess enjoyment through flow, or extend current usability methods. Recent research on user experience describes key elements of a model of user experience with games, but do not take into consideration emotional reactions games triggered during this experience, and antecedent aspects of user profile that influences game players' preferences and may modify players' beliefs towards the title. This framework extends current usability methods by creating a tool where the relationship among game components gets clear. User tests showed a variety of relationships established among game components that lead or interfere in fun with games in a given platform.