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Analytics

Achmad Kafabi

Harmoni: Jurnal Ilmu Komunikasi dan Sosial 2026 International Forum of Researchers and Lecturers

The rapid development of digital media, particularly YouTube, has encouraged personal branding practices among content creators in the gaming sector. This study analyzes how Tobias Justin constructs his personal branding through the Jess No Limit YouTube channel using Montoya's (2002) eight-component personal branding theory, namely specialization, leadership, personality, distinctiveness, visibility, unity, persistence, and goodwill. Employing a qualitative descriptive approach with a case study design, data were collected through online observation of 15 videos published between 2023 and 2025, digital documentation, and digital footprint analysis. Data were analyzed using Miles and Huberman's (1994) interactive model. Findings reveal that Tobias Justin's personal branding is built through consistent specialization in Mobile Legends gameplay, an authentic and humble personal narrative, a relaxed yet persuasive communication style, and sustained positive audience engagement. Audiences actively reinforce his image as a professional, inspiring figure, demonstrating that personal branding is a dialectical process involving creator presentation and collective audience validation. This study concludes that effective digital creator branding is shaped by value consistency, technical competence, and strategic audience relationship management, not mere popularity. Comparative research across gaming creators or platforms is recommended to extend generalizability.

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Prayoga, Yosafat Rendi; Martyas Edi, Sri Winarso

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

The rapid growth of the gaming industry demands innovation in map design to maintain dynamic and non-repetitive gameplay experiences. This study aims to implement the Random Walk algorithm to generate procedural maps for Scrollbearer, a roguelike game developed using C# in Unity. The algorithm constructs random corridors and rooms from a starting point, integrated with dead end handling and Corridor First mechanics to ensure map connectivity. The research applies a Research and Development (R&D) approach with quantitative evaluation through Likert-scale questionnaires. Test results demonstrate that procedural maps significantly enhance replayability, with 79.5% of players preferring this mode due to unique layout variations and higher challenge levels (score 4.07/5). Exploration satisfaction in the procedural mode also outperformed the static mode (score 4.34/5). These findings validate the effectiveness of the Random Walk algorithm in creating dynamic maps for roguelike games, while providing a foundation for future enhancements such as biome diversity and random events.

Kezia Mulianto; T. Arie Setiawan Prasida; Jasson Prestiliano

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The low level of financial literacy in Indonesia, which only reached 49.68% according to the Financial Services Authority (OJK) in 2022, highlights the urgency of financial education from an early age. Children aged 11–12 are at an ideal developmental stage to understand basic financial concepts such as income, expenses, saving, and delayed gratification. This study aims to introduce financial literacy through an interactive learning medium in the form of a board game. Board games are chosen because they enhance children's engagement in learning while playing and serve as an alternative to excessive gadget use. Through gameplay, children practice financial decision-making by simulating buying and selling activities, managing expenses, and choosing to save. This approach also supports the development of children's self-efficacy, which refers to their belief in their ability to manage financial tasks. By applying this method, children are expected not only to understand the value of money but also to implement basic financial management skills in daily life. Educational board games offer an effective tool for instilling healthy financial habits from an early age.

Wildan Fadilah; Diny Syarifah Sany

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

This study focuses on the development of an intelligent enemy behavior system in the 2D maze game Dungeon Escape by combining the A* algorithm for pathfinding and a Behavior Tree (BT) structure for decision-making. The main objective is to enhance Non-Playable Character (NPC) intelligence, enabling more adaptive and realistic interactions with players. The A* algorithm is implemented to allow NPCs to pursue players through the shortest and most efficient paths while avoiding obstacles on a grid-based map. Meanwhile, the Behavior Tree framework is designed to manage NPC actions based on dynamic conditions, such as attacking when in close proximity, chasing players within a certain detection radius, and retreating to the original guard position when the player leaves the active zone. The research methodology involves a comprehensive literature review, system design, and implementation using the Unity game engine. Testing procedures consist of both white-box and black-box approaches to evaluate the correctness, functionality, and efficiency of the system. The results indicate that all major game features—including player navigation, combat mechanics, key collection, enemy pathfinding, and user interface interactions—operate smoothly as expected. Furthermore, NPCs exhibit adaptive behavior by dynamically switching between patrolling, chasing, and attacking modes depending on the player’s location and proximity. Performance testing shows that the integrated A* and BT system runs efficiently without significant delays or instability, even in higher-level stages with more complex layouts. The final game prototype includes seven progressively challenging levels, offering players an engaging and dynamic gameplay experience. This study demonstrates that the combination of pathfinding and decision-making algorithms provides an effective solution for designing intelligent NPCs, improving both realism and entertainment value in 2D games. The findings are expected to serve as a useful reference for future research and development in AI-based game design, particularly in the context of Unity game projects.

Mohamad Rafi Ahdan Rizar; Nasharuddin Mas; Alfiana Alfiana

Maslahah : Jurnal Manajemen dan Ekonomi Syariah 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This quantitative study investigates the antecedents of Brand Loyalty in Genshin Impact players by examining the mediating role of Customer Value in the relationship between Experiential Marketing and Product Quality. Data were collected from 80 active players in Malang City using a purposive sampling technique and analyzed using a Partial Least Squares Structural Equation Modeling (PLS-SEM) approach to examine the relationship between variables. The results revealed two distinct pathways to loyalty formation. First, Experiential Marketing demonstrated a significant influence on Brand Loyalty, both directly and indirectly through strong mediation by Customer Value. This suggests that emotional, sensory, and relational experiences during gameplay play a crucial role in creating perceived value and long-term engagement. Second, although Product Quality demonstrated a significant direct influence on Brand Loyalty, its influence was not significantly mediated by Customer Value. This indicates that while the game's graphical quality, system performance, and technical stability are highly appreciated, they do not automatically translate into customer value without a meaningful experience. This study concludes that in the Games-as-a-Service model, loyalty is built through a dual strategy: a combination of superior product appeal and holistic value creation derived from a rich, curated player experience. Therefore, game developers need to synergistically integrate experience and quality strategies to build long-term brand loyalty. The practical implications of these findings are highly relevant for game developers and digital marketers. Marketing strategies are no longer sufficient to simply highlight technical features or product specifications; they must also address the emotional and social dimensions experienced by players.

ilmi, vefari; Ilmi, Vefari; Migunani, Migunani

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Fenomena in-game purchase dalam game daring ponsel seperti Mobile Legends: Bang Bang mengalami peningkatan signifikan seiring berkembangnya teknologi digital dan budaya bermain game di kalangan generasi muda. Penelitian ini bertujuan untuk menganalisis pengaruh kualitas grafis, gameplay, dan interaksi sosial terhadap keputusan pengguna dalam melakukan pembelian item digital. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei, di mana data dikumpulkan melalui kuesioner yang disebarkan kepada 120 responden yang telah memenuhi kriteria purposive sampling, yaitu pemain aktif Mobile Legends yang pernah melakukan pembelian dalam game. Teknik analisis data yang digunakan adalah Partial Least Squares Structural Equation Modeling (PLS-SEM) dengan bantuan perangkat lunak SmartPLS. Hasil penelitian menunjukkan bahwa kualitas grafis dan gameplay memiliki pengaruh positif dan signifikan terhadap keputusan pembelian pengguna, sedangkan interaksi sosial tidak menunjukkan pengaruh yang signifikan. Temuan ini menegaskan pentingnya aspek visual dan mekanisme permainan dalam membentuk nilai pengalaman pengguna yang mendorong perilaku konsumtif digital. Secara teoritis, penelitian ini memberikan kontribusi pada pengembangan model perilaku pengguna dalam konteks konsumsi digital berbasis pengalaman. Sementara itu, secara praktis, hasil penelitian ini dapat menjadi acuan bagi pengembang game dalam mengoptimalkan strategi desain dan monetisasi melalui penguatan aspek grafis dan gameplay yang lebih menarik dan kompetitif.

Reviana Ardila; Aryoni Ananta; Izan Qomarats

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Indonesia is a country known for its linguistic diversity, which is considered one of its national treasures. Recently, the use of the Minangkabau language has experienced a significant decline. This design is created to help foster interest in learning the Minangkabau language among elementary school students. In the field of Visual Communication Design, designing creative educational media to enhance student interest and engagement, as well as introduce local culture, can be realized through the design of a board game. The design process includes data collection through questionnaires, interviews, and analysis using the 5W+1H method. The designed board game incorporates elements that teach Minangkabau vocabulary, phrases, and sentences, as well as introduce Minangkabau culture through interactive gameplay. The design results in a mascot, board game, logo, playing pieces, and a media mix from the TITAH board game design. It is hoped that this board game can serve as an effective and engaging alternative learning medium to preserve the Minangkabau language and culture among the younger generation.

Nurul Hidayat; Jumadi Jumadi; Eva Riana; Rindiani Rindiani; Ripka Ingan +2 more

Jurnal Manajemen Bisnis Digital Terkini 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This community service activity was conducted in Pantai Amal Village, Tarakan City, aiming to introduce and preserve traditional games that are increasingly neglected due to the dominance of gadgets among children. The program began with a brief socialization session on the importance of preserving traditional games in the digital era, followed by the practice of five traditional games: marbles, rubber jump, congklak, cabang, and bekel ball. Pre-test results showed that most children were unfamiliar with the rules and gameplay, while post-test results indicated a significant improvement in their understanding and ability to play. Children demonstrated great enthusiasm throughout the activity and even requested for future sessions. This program serves not only as entertainment but also as a medium to strengthen physical health, cognitive skills, social character, and local cultural preservation. Therefore, the activity contributes to maintaining socio-cultural identity in coastal communities and offers a relevant non-formal educational alternative.

I Kadek Bagaskara Cahaya Dhanadipa

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study examines the interpretation of verbal and visual signs in the cutscenes of the video game Elden Ring. Semiotics, the study of signs and their meanings, provides the framework for analyzing these cinematic elements. Video games often embed narrative clues within visual and verbal signs, but players frequently overlook them, particularly during cutscenes, which interrupts gameplay to deliver critical story content. This research focuses on the main boss cutscenes in Elden Ring, which integrate environmental storytelling and visual signs to convey the lore of The Lands Between. Utilizing Peirce’s theory of signs and Barthes’ theory of meaning, the study identifies and classifies visual signs—icons, indices, and symbols—within the cutscenes to interpret their narrative significance. The data is derived from eight main boss cutscenes recorded during gameplay and supplemented by external visual references. A qualitative approach was employed, encompassing data collection through documentation, detailed visual analysis, and descriptive presentation of findings. Results indicate that Elden Ring’s cutscenes are rich with embedded signs that enhance the storytelling experience, though their nuanced meanings often require active interpretation and community discussion. This research underscores the importance of cutscenes in contributing to the depth and immersion of the game’s narrative.

Rajhaga Jevanya Meliala; Nur Indah Chasanah; Jonser Steven Rajali Manik; Anggito Rangkuti Bagas Muzaqi; Syah Bintang +2 more

International Journal of Electrical Engineering, Mathematics and Computer Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The development of technology with digital image processing is often utilized to solve various problems in image processing, such as facial recognition, object detection, and interaction between users. In this study, we developed an interactive hand gesture-based game titled "Slap Mosquito" that utilizes image processing techniques to control the game through hand gestures. Using Rapid Application Development (RAD), Python, OpenCV, and Pygame methodologies, this game allows users to slap mosquitoes virtually in real-time through hand gesture recognition that is read by the camera and translated into in-game actions. RAD allows rapid development iterations and improvements based on user feedback, which is essential for improving system responsiveness and accuracy. This study focuses on detection precision, system responsiveness, and the impact of lighting on game performance, as measured using frames per second (FPS) and user gameplay results. The test results show that optimal lighting meets high detection accuracy, while low lighting conditions have a negative impact on accuracy and responsiveness. The results of this study provide insights for further development of gesture-based applications, especially regarding the importance of optimizing technical parameters and RAD methodology in improving user experience.    

Rifdah Syahputri; Alwi Andika Panggabean; Lailan Sofinah Harahap

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Victory in Mobile Legends is influenced by various factors, such as player skills, strategy, and character selection. To predict game outcomes, the backpropagation algorithm is applied to process historical gameplay data and create an accurate predictive model. This study aims to apply the backpropagation algorithm to predict victory based on player attributes, including team role, experience level, and past performance. The research method involves training and testing the model using data from multiple gameplay sessions with varied outcomes. Findings show that the backpropagation algorithm can predict game results with high accuracy, especially when the data includes a more comprehensive range of attributes. The implications of this study suggest that a backpropagation-based predictive model can help players understand their chances of winning and optimize their gameplay strategies. Furthermore, future developments in this algorithm could provide benefits for similar applications in other digital gaming fields.

Misnawati Misnawati; Triyani Triyani; Maryam Mustika; Eli Karliani; Dony Kurniawan +1 more

Proceeding of the International Conference on Social Sciences and Humanities Innovation 2024 Asosiasi Peneliti dan Pengajar Ilmu Sosial Indonesia

This study aims to analyze the interest of the young generation in Central Kalimantan in educational games and how this potential can be maximized to create a positive impact on education. Using a qualitative descriptive method to explore the interest of the young generation in Central Kalimantan in educational games. Data was collected through a survey conducted on the young generation of Central Kalimantan aged 12 to 20 years old, totaling 437 respondents. The survey results show that educational games have a significant appeal among the younger generation of Central Kalimantan, mainly because of the fun challenges and relevant learning content. Although most respondents have tried educational games in the form of quizzes, the intensity of their use is still inferior to action/adventure games that are more popular. Elements such as graphics, engaging stories, and interactive gameplay are also important factors in enhancing the gaming experience. To increase its appeal and effectiveness, developers are advised to integrate entertainment elements such as interactive challenges, in-depth stories, and stunning visual designs to make it more competitive. By combining education and entertainment creatively, educational games have the potential to become an effective learning medium and the main choice of the younger generation.

Bachtiar Rizky Alamsyah; Ananda Surya Dahana Dewantara; Daffa Maheswara Iswidono; Noval Rizqi Santoso; Nur Aini Rakhmawati

Jurnal Insan Pendidikan dan Sosial Humaniora 2023 International Forum of Researchers and Lecturers

This research aims to analyze the impact of playing Mobile Legends on toxic behavior in both children and adults. The background of this study is based on the fact that Mobile Legends is one of the popular online games in Indonesia and is widely played by children to adults, often exhibiting toxic behaviors. The method used in this research is a survey. The results of the study indicate that out of 15 survey questions, 90% of the respondents showed a tendency towards toxic activities while playing Mobile Legends. This indicates that individuals ranging from children to adults often engage in toxic behavior, such as using offensive language during gameplay. Therefore, one of the recommendations to create a healthier gaming environment is to block such accounts to prevent them from playing the game for a certain period.