Normalasari, Indah Kurnia (2017) Perancangan Game Adventure Point and Click Mengenai Dampak Perdagangan Ilegal Satwa. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Indonesia memiliki keanekaragaman-hayati tinggi yang tengah terancam, salah satunya akibat perdagangan ilegal satwa. Perdagangan tidak hanya dilakukan secara konvensional, namun juga secara online yang membuat pengguna media sosial dapat mengakses aktifitas perdagangan dengan mudah. Dampak yang dihasilkan dari perdagangan satwa yang dilakukan terus menerus adalah kepunahan satwa dan mengancam keberlangsungan ekosistem hutan. Untuk meningkatkan kesadaran masyarakat akan dampak yang dihasilkan dari kepunahan satwa, maka dibutuhkan media yang efektif dalam menyampaikan informasi, salah satunya menggunakan media game. Game mampu menjangkau masyarakat luas karena perkembangannya yang sedang melesat akibat perkembangan teknologi dan internet di Indonesia.
Perancangan ini menggunakan metode riset kualitatif dengan teknik studi pasar gamer di Indonesia, studi literatur mengenai game adventure, teknik observasi unobstrucsive measure, eksperimen gameplay, depth-interview dan elito method. Sedangkan metode kuantitatif menggunakan teknik kuesioner dan prototyping. Keseluruhan hasil penelitian akan diolah dan digunakan sebagai acuan dalam pembuatan aspek desain dan non-desain perancangan.
Hasil dari perancangan ini adalah pemberian informasi mengenai dampak perdagangan illegal satwa melalui game. Genre game yang dipilih adalah genre adventure karena didominasi oleh storytelling dan eksplorasi, sehingga dapat membawa pemain seolah-olah berhadapan langsung dengan masalah melalui sebuah cerita. Untuk memperkuat image game adventure, maka perancangan menggunakan mekanisme perancangan point and click dan gaya visual pixel art yang lahir dari game adventure pada tahun 1980-an.
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Indonesia has the highest levels of biological diversity, but it encounter the rapid loss and threatened due the illegal wildlife trade. Trading not only done conventionally but also by online, that makes social media users can access trading activities easily. The impact of illegal wildlife trade is the extinction of animals and theatens the sustainability of forest ecosystem. To increase public knowledge and awareness about the impacts of animal extinction, an effective medium is needed to conveying information and one of them is by video game. The growth of technology and internet in Indonesia makes video game able to reach the wider audience.
The data collection obtained through 2 kind of research method, by qualitative and quantitative method. The techniques of qualitative research method, use gamer market study in Indonesia, literature study on adventure games, unobstructsive measure observation technique, gameplay experiment, depth interview and elito method. While the quantitative method using questionnaire and prototyping techniques. The entire research result will be processed and used as reference in the design and non-design aspect.
The result of this design is to provide information about the impact of illegal wildlife trade through adventure game. The preffered game genre used is adventure because it is dominated by storytelling and exploration, so player can dealing indirectly with problem through a story. To strengthen the image of adventure games, the design uses point and click mechanism and pixel art visual style that born from adventure game in 1980’s
Item Type: | Thesis (Undergraduate) |
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Uncontrolled Keywords: | adventure, game, pixel, point and click, satwa, wildlifes |
Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games |
Divisions: | Faculty of Civil Engineering and Planning > Industrial Design Product > (S1) Undergraduate Thesis |
Depositing User: | Indah Kurnia N. |
Date Deposited: | 20 Nov 2017 08:19 |
Last Modified: | 09 Jan 2018 07:39 |
URI: | http://repository.its.ac.id/id/eprint/48131 |
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