Hanifa, Melinda Kusuma (2020) Perancangan Board Game 'Shipping Line: Indonesia' dengan Konten Kemaritiman Indonesia. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Seiring dengan maraknya permainan digital, board game menjadi angin segar karena mampu memberikan interaksi antar pemain secara langsung juga dapat menyalurkan konten positif dalam permainannya. Di sisi lain, Indonesia berpotensi menjadi negara maritim terbesar di dunia. Namun pembelajaran akan wawasan maritim Indonesia dinilai kurang, sehingga kesadaran masyarakat akan Negara Maritim masih minim. Maka dari itu dibutuhkan boargame bertema maritim sebagi media bermain yang mampu menambah wawasan pemain akan maritim Indonesia. Perancangan ini menggunakan metode kuesioner yang dilakukan untuk menguji keberadaan pasar akan boardgame bertema maritim. Studi eksperimental dilakukan untuk membuat draft awal. Depth interview dilakukan untuk mendapatkan masukan mengenai draft awal yang telah dibuat. Prototyping dilakukan setelah perbaikan draft selesai. kemudian play test dilakukan untuk mendapat respon dari target audiens mengenai ketertarikan pemain akan boardgame dan menguji apakah konten tersalurkan dengan baik. Perancangan ini menghasilkan sebuah board game berjudul Shiping Line : Indonesia dengan mekanik point to point movement, action point dan drafting. Boardgame ini bercerita mengenai peran pemain sebagai pemilik perusahaan shipping line yang mengoperasikan 3 jenis kapal. Gaya gambar yang dipakai pada ilustrasi boardgame merupakan gaya gambar cartoon yang mampu menjagkau target audiens hingga anak-anak. Komponen dalam boardgame ini meliputi box board game, papan utama, papan personal, kartu event, kartu rute, pion kapal dan koin.
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Along with the rise of digital games, board games become a breath of fresh air because they are able to provide direct interaction between players and can also deliver positive content in the game. On the other hand, Indonesia has the potential to become the largest maritime country in the world. However, learning about Indonesia's maritime insight is considered lacking, so that public awareness of the Maritime Country is still minimal. Therefore a maritime-themed boargame is needed as a play media that is able to add to the players' insights on Indonesian maritime. This design uses a questionnaire method that is conducted to test the market presence of maritime-themed board games. An experimental study was carried out to make the initial draft. Depth interview is conducted to get input regarding the initial draft that has been made. Prototyping is done after the draft improvement is complete. Then a play test is conducted to get a response from the target audience regarding the player's interest in the board game and test whether the content is well delivered. This design produced a board game titled ‘Shiping Line: Indonesia’ with point to point movement, action point and drafting mechanics. This board game tells the story of the role of the player as the owner of a shipping line company that operates 3 types of ships. The drawing style used in the boardgame illustration is a cartoon drawing style that is able to keep the target audience to children. Components in this boardgame include game board boxes, main boards, personal boards, event cards, route cards, ship pawns and coins.
Item Type: | Thesis (Other) |
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Additional Information: | RSDP 776.7 Han p-1 |
Uncontrolled Keywords: | Family board game, Maritim Indonesia, Shipping line |
Subjects: | N Fine Arts > NC Drawing Design Illustration N Fine Arts > NE Print media |
Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis |
Depositing User: | Melinda Kusuma Hanifa |
Date Deposited: | 19 Mar 2025 01:58 |
Last Modified: | 19 Mar 2025 01:58 |
URI: | http://repository.its.ac.id/id/eprint/74944 |
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