Perancangan Mobile Game Sebagai Media Informasi Bertema Jajanan Pasar

Rahmadhani, Alitsya Ilma (2023) Perancangan Mobile Game Sebagai Media Informasi Bertema Jajanan Pasar. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Industri Game sebagai salah satu bagian dari Ekonomi Kreatif Indonesia, memiliki potensi yang besar. Menurut Newzoo pada tahun 2017, Industri game Indonesia berada posisi ke-16 dalam daftar pasar game terbesar di dunia. Salah satu pencapaian terbaik dari industri game yang mengangkat tema kuliner masuk ke dalam peringkat 10 besar di Indonesia. Menurut Bekraf, kuliner juga mendominasi perekonomian Indonesia dengan menduduki peringkat tiga besar.
Berdasarkan fenomena tersebut, penulis menemukan peluang untuk mengangkat jajanan pasar ke dalam mobile game. Metode riset yang digunakan menggunakan metode wawancara dengan pihak stakeholder (Game developer) untuk mengetahi cara-cara merancang gameplay dan asset visual mobile games, serta penyebaran kuesioner konten untuk audiens remaja, observasi lapangan dan riset visual untuk jajanan pasar guna menganalisi ciri khas jajanan tersebut.
Hasil dari perancangan ini adalah game mobile bertema jajanan pasar yang dapat dijalankan pada smartphone berbasis android. Selain mengenalkan kembali sekaligus hiburan bagi para audiens yang melakukan pembahasan mengenai jajanan. Selain itu media game android dipilih karena pada saat ini device yang berbasis android sudah banyak diproduksi baik berupa smartphone maupun tablet.

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The Game Industry as a part of Indonesia's Creative Economy, has great potential. According to Newzoo in 2017, the Indonesian game industry is ranked 16th in the list of the world's largest gaming markets. One of the best achievements of the game industry that raised the culinary theme came into the top 10 in Indonesia. According to Bekraf, culinary also dominates the Indonesian economy by occupying the top three. Based on this phenomenon, the authors found an opportunity to raise traditional snacks into mobile games for adolescents aged 17-21 years as the main target. The research method used is stakeholder interviews (Game developer) to find out ways to gameplay design and mobile games visual assets, as well as content questionnaires for target audience and visual research for traditional snacks in order to analyze the characteristics of these snacks. The result of this design is a traditional Javanese traditional snacks themed mobile game that can be run on Android-based smartphones. In addition to reintroducing as well as entertainment for teenagers who are discussing traditional Javanese traditional snacks. In addition, the Android media game was chosen because at this time many Android-based devices have been produced in the form of smartphones or tablets

Item Type: Thesis (Other)
Uncontrolled Keywords: mobile game, jajanan, pasar, aset, 2d, ui
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.15 Mobile games.
N Fine Arts > NC Drawing Design Illustration
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis
Depositing User: Alitsya Ilma Rahmadhani
Date Deposited: 15 Feb 2023 07:25
Last Modified: 15 Feb 2023 07:25
URI: http://repository.its.ac.id/id/eprint/97222

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