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Rizky Syahputra; Hafiza Adlina; Onan Marakali Siregar

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2026 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study analyzes the role of supporter fanaticism and loyalty in influencing the purchase decisions of official PSMS Medan merchandise. A qualitative descriptive method was employed through in-depth interviews, observation, and documentation, supported by secondary data from literature studies. The results show that fanaticism is reflected in emotional attachment, active involvement, long-term support, and social environmental influences. Supporter loyalty appears in consistent attendance at matches, following games, discussing the club, and repeated purchases of official merchandise. Purchase decisions are influenced by product type, design/form, and quantity, while also considering financial capability. Overall, fanaticism shapes emotional bonding, whereas loyalty drives repeated purchasing behavior; both contribute significantly to merchandise purchasing. These findings highlight the importance of design innovation, product quality improvement, and marketing strategies based on emotional and historical attachment to the club. Keywords: Consumer Behavior; Fanaticism; Merchandise; Purchase Decision; Supporter Loyalty.

Nabila Septiana; Suhendro Suhendro; Pahmi Kurniawan; Syarifuddin Syarifuddin; Rani Oktapiani

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study is based on the fact that history learning in secondary schools is still dominated by a memorization-based approach, which does not fully encourage deep understanding or interest in learning among students, while the characteristics of the digital generation demand more interactive, visual, and participatory strategies. This study aims to examine the urgency of utilizing interactive media in history learning, identify relevant forms of media, and explain their implications for the quality of the learning process and outcomes. The method used is a literature study examining various recent studies on the use of interactive multimedia, digital e-books, historical videos and simulations, and educational games in history learning. The results of the study show that the use of interactive media contributes to increasing interest and motivation in learning, strengthening understanding of concepts and the chronology of events, and developing students' critical and historical thinking skills, while encouraging a shift in the role of teachers to become facilitators and innovators of learning. Therefore, its integration needs to be designed in a targeted and contextual manner to be in line with the characteristics of students and the demands of 21st-century learning.

Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.

Dewi Amelia Lestari; Ersyafaat Huda; Johny Subarkah; Arie Restama

An International Journal Tourism and Community Review 2025 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

This research explores cultural preservation strategies through the development of the tourism sector, using the Surakarta Palace as a case study. The Surakarta Palace, a cultural heritage site in Central Java with significant historical and cultural value, plays a vital role in preserving Javanese traditions while contributing to regional tourism growth. This study adopts a descriptive qualitative method with data collected through observation, interviews, and documentation. The findings reveal that the Surakarta Palace actively preserves culture through various initiatives such as organizing traditional ceremonies, staging classical Javanese art performances (like gamelan and wayang), and managing museums that house historical artifacts and royal collections. These strategies serve not only to maintain cultural continuity but also to increase the attractiveness of the palace as a cultural tourism destination. Despite these efforts, several challenges remain. These include limited financial resources, minimal use of digital media for promotion, and the lack of public awareness—especially among younger generations—regarding the importance of cultural heritage. To address these challenges, the study emphasizes the need for integrated collaboration between the government, the Surakarta Palace institution, and the surrounding community. Strengthening digital-based promotional strategies and educational outreach is also considered essential to increase public engagement and sustainable tourism impact. In conclusion, the Surakarta Palace serves as a strategic model for cultural preservation within the tourism framework. By improving stakeholder cooperation and adapting to technological advances, cultural heritage can be preserved effectively while supporting local economic development through tourism. Therefore, cultural preservation and tourism development should be positioned as complementary efforts, where the sustainability of both depends on strategic planning, inclusive participation, and adaptive innovation in facing the dynamic demands of modern tourism.

Henri Joko Lumban Gaol; Nelson Tarigan

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

The creation of this artwork was inspired by the artist, who is a native of the Batak Toba tribe from Pollung District, Humbang Hasundutan Regency. This area is known as a horse breeding region, which produces waste in the form of horsehide scraps. This waste is then utilized as an alternative medium for painting. The idea for the artwork was inspired by traditional Batak Toba games rich in cultural value. This research aims to visualize the form, historical background, and function of traditional Batak Toba games through paintings. In the creation process, horsehide and oil paint were used as media. Each painting depicts the visual form of the traditional game with a simple approach yet still reflects the characteristics and meaning of the games. The method of creating the artwork is based on the stages described by Hedriyana, which include five stages: preparation, elaboration, contemplation, the creation process, and completion of the artwork. The final result of this research is a series of paintings with various titles, as the author's visual interpretation of traditional Batak Toba games.

Sharma, Meenu

SocioHumania: Journal of Social Humanities Studies 2025 Yayasan Mabadi Iqtishad Al Islami

This study explores the transformation of Moksha Patam, a traditional Indian board game rooted in spiritual and moral education, into the globally commercialized game Snakes and Ladders. Originally designed to teach concepts like karma and moksha, the game was secularized during British colonialism and later commodified in the West, losing its original cultural and pedagogical meanings. Using a qualitative library research method, the paper analyzes historical texts, colonial records, and contemporary versions to examine how the game’s symbolism has evolved. Despite widespread homogenization, modern adaptations in countries like Indonesia, Pakistan, and Iran reflect local values and current social issues, indicating the game’s ongoing relevance and semiotic flexibility. Recent efforts by Indian educators and NGOs to reintroduce Moksha Patam into schools highlight a broader movement toward cultural reclamation and decolonized education. The study underscores the need to recognize and preserve indigenous knowledge systems in modern learning environments.

M. Bimo Prasetyo; Dwi Oktarina

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The online gaming industry continues to grow rapidly in Indonesia, with many users purchasing digital items through 3rd party top up services such as Pitopup.com. One of the main challenges faced by Pitopup.com is the difficulty in classifying the sales of each available game item. This research aims to apply the K-Nearest Neighbor (KNN) method to predict the sales classification of game items in order to find out the sales category for each game item and hopefully help increase stock efficiency. The dataset used was obtained from historical sales data on Pitopup.com from June to September 2024. The research stages include data processing, normalization using Min-Max Scaling, data transformation using label encoding, separating test and training data using a ratio of 80:20, and using confusion matrix as a model evaluation. The test results show that KNN algorithm is able to classify game item sales on the Pitopup.com website with a level of accuracy in several categories: marketable category at 100%, the moderately sellable category at 100% and the not sellable category at 100%.

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.

Angga Nurdiansyah; Ageng Saepudin Kanda

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

The increasing ease of internet access has led to its misuse in the form of online gambling. Initially, online games served as the entry point, but curiosity and interest have driven teenagers to participate in online gambling. Kartono (2014) defines gambling as the intentional act of risking something valuable with awareness of the associated risks and specific expectations for uncertain events, such as games, matches, races, and other occurrences. The uncertainty of outcomes generates expectations and tension for gamblers. nawati, Prakoso, and Prihatmi (2015) assert that the development of information and communication technology significantly influences the gambling model and its payment methods. Unlike traditional gambling, which requires face-to-face interactions, physical means, and cash payments, online gambling leverages the internet, enabling games without physical encounters. The rapid evolution of online gambling in recent decades has facilitated easy access to various forms of gambling through the internet. Despite gambling's historical existence, online gambling possesses distinct characteristics that entail specific risks. This journal aims to identify and explore the diverse negative impacts associated with online gambling, while also delving into control measures that can be implemented to address these issues. Employing the qualitative descriptive phenomenology research method, our study will uncover shared meanings of the online gambling phenomenon as experienced by a group of students (Sahputra et al., 2022). The methodology employed here is the literature review method, wherein an independent activity is conducted to collect literature data, engage in reading and note-taking, and process research materials from various sources, such as books, online media, print media, and national and international journals. Online gambling has emerged as a concerning phenomenon globally. This journal examines various aspects related to the hazards of online gambling, encompassing social, economic, and health impacts. Additionally, we discuss control efforts that can be implemented to address these issues, with the ultimate goal of enhancing understanding and promoting more effective actions in addressing this problem. Online gambling presents numerous dangers that can adversely affect individuals and society at large. To tackle this issue, control efforts, including stringent regulations, public education, and rehabilitation programs, are imperative. A comprehensive understanding of the perils of online gambling will enable collaborative efforts to create a safer and healthier environment for everyone. Concrete actions are necessary to shield society from the detrimental impacts of online gambling.

Achmad Zahrul Ali Zadan; Pratama Wirya Atmaja; Andreas Nugroho Sihananto

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2023 Institut Teknologi dan Bisnis (ITB) Semarang

The development of technology in learning has opened up new opportunities to improve historical understanding through innovative approaches. In this context, this research focuses on the use of Unity technology in the development of an educational game that explores the events of the Battle of November 10, 1945 in Surabaya. This research aims to design and implement an educational game that is interactive and deepens understanding of the historical event. Researchers utilized the Unity development platform to create a near-native environment and provide a fun learning experience. The method used is Interactive Digital Narratives (IDN). The result of this research is an educational narrative-based game the history of the Battle of November 10, 1945.

Rifki Riza Alfiansyah; Pratama Wirya Atmaja; Andreas Nugroho Sihananto

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2023 Institut Teknologi dan Bisnis (ITB) Semarang

The development of technology has facilitated easy access to information through the internet. Nevertheless, many students are still less interested in studying Indonesian history. To capture the interest of current students, integrating learning methods with gaming is a step that can be taken. The aim of this research is to create an interactive narrative-based educational game that conveys knowledge about the historical battle in Surabaya, specifically the Don Bosco warehouse raid. This study uses the Unified Modeling Language (UML) model and the Interactive Digital Narrative (IDN) development method as the framework and foundation for writing interactive storytelling narratives, resulting in a gaming application that is both enjoyable and educational. Based on Likert scale testing, this educational game application provides insights into the history of the Don Bosco warehouse raid with a score of 3.65 on the Likert scale.

Aditya Primayudha; Pratama Wirya Atmaja; Afina Lina Nurlaili

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2023 Institut Teknologi dan Bisnis (ITB) Semarang

The rapid development of technology has impacted various aspects of life, including educational institutions, which are increasingly utilizing information technology to enhance the quality of learning. One significant advancement in information technology is the use of games as an educational tool. This research explores the Interactive Digital Narrative (IDN) design method in the development of history-based educational games. The game created in this study is set against the historical backdrop of the Pertempuran Tiga Hari Surabaya, which is one of the events leading up to the historic Pertempuran 10 November 1945 in Surabaya. Adapting a previously proposed methodology, the game is built using the Unity Game Engine and tested through Likert scale assessments. The test results reveal a positive average percentage of 80%, indicating that the IDN approach can make history-based educational games more engaging and effective. This research provides a valuable contribution to educational technology development, aiding educators in designing more efficient and meaningful lessons, particularly in the field of Social Sciences, which plays a crucial role in students' understanding of history and values like patriotism.

Putra, Putu Satria Udyana; Efendi, Mochamad Arman; Putu Wirayudi Aditama; Dwi Novitasari; I Nyoman Anom Fajaraditya Setiawan

Jurnal Riset Rumpun Seni, Desain dan Media 2022 Pusat Riset dan Inovasi Nasional

Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.