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Sugiarto; Santi Widiastuti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Main Objective: This study reports an experiment to explore differences in player feedback caused by different storytelling methods of Japanese-style Role-playing Games (JRPG). Background problem: Narration is considered the soul of JRPG, and is a vital and irreplaceable role. Different ways of telling stories can bring different experience effects even though the essence of the story is the same. Stories are presented directly to players in dialogue form, much like a visual interactive novel. Non-linear storytelling can break down important parts and allow players to explore freely. Players can collect clues to get to the main plot. Also, most JRPGs use short films and sound effects to create a cinematic experience. Novelty: Based on all studies of game storytelling (linear and nonlinear), this study will compare player feedback on different storytelling methods to see which narrative can provide a better player experience. Research Method: Researchers categorize these three narratives as Visual Novels, Environmental Narratives, Visuals, Sounds, and Dialogues. This experiment combined all three of Caught in Trap's in-game narratives to investigate player preferences. Data was collected through questionnaires and interviews with 21 players who were invited to play the game. Finding/Result: The research results show that the three ways of storytelling enrich the expression of game narratives. Both linear and nonlinear narratives have their advantages and disadvantages, and the best way to engage players is to interweave both narratives in the game. Conclusion: The experimental results show that the interweaving of three ways of storytelling can enrich the narrative form of games and guide game designers in improving game plots to engage players in JRPGs. Keywords: Storytelling-Method, JPRG, Game of Three Pillars

Yassir Arafat; Mohammad Shopyan

Tabsyir: Jurnal Dakwah dan Sosial Humaniora 2021 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research aims to determine the practice of managing savings funds for Eid packages in Sumber Pandan Village, Grujugan District, Bondowoso Regency. This research uses a qualitative approach. This type of research is in the form of field research. The location of this research is in Sumber Pandan Village, Grujugan District, Bondowoso Regency. Determination of informants using purposive. Data collection techniques use observation, semi-structured interviews and documentation. The data analysis uses descriptive data. Meanwhile, the validity of the data uses Validity, Reliability, Extended Observations, Triangulation, and Reference Materials. The results of the research show that the practice of managing savings funds for Eid packages in Sumber Pandan Village, Grujugan District, Bondowoso Regency, is that the management of savings funds is clearly carried out in matters related to good transactions and is managed by taking into account the profits that will be obtained later. Some savers believe that they don't know directly what their savings are used for. Most of them don't feel comfortable asking this because it is sensitive and private. Judging from sharia economic law, the implementation of Eid savings fund management according to Wahbah Zuhaili is halal for the manager (service provider) and according to Imam Abu Hanifah, he believes that the profit is shodaqoh. From this opinion, the researcher concluded that the Eid savings fund management transaction was permissible because the essence of Eid savings fund management was appropriate and fulfilled the elements of the wadiah yad dhamanah contract.