Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)

Designing Games To Understand User Preferences Based Player-Centered Design of Indonesian National Heroes

Authors
Amirul Muminin1, *, Andar Bagus Sriwarno2, Intan Rizky Mutiaz3
1ITB, Indonesia
2ITB, Indonesia
3ITB, Indonesia
*Corresponding author. Email: amiralmumin96@gmail.com
Corresponding Author
Amirul Muminin
Available Online 28 December 2021.
DOI
10.2991/assehr.k.211228.046How to use a DOI?
Keywords
Platform Games; Player-Centered Design; National Heroes; Educational Games; Generation-Z
Abstract

Indonesia in 2021 has 191 heroes, and this research focuses on the 185th hero, Himayatuddin Muhammad Saidi from Southeast Sulawesi, who was crowned on November 7, 2019. These heroes are not yet widely known by Generation Z with a range of births from 1995-2012; they number around 75 million people in Indonesia due to the lack of media to introduce suitable national heroes based on their preferences. There are game media that introduce Indonesian national heroes from the previous literature, but less research has been done on game platforms following Generation-Z preferences. Through this research, we will be studied Generation Z’s preferences for four-game genres with the theme of Indonesian national heroes whose research process uses the method Player-Centered Design for the planning stage and the ANOVA (Analysis of Variance) method to determine the most preferred type of game with eight categories as variables containing the impression of Entertainment-Education, Boring-Fun, Spend-Use, Ordinary-Interested, Relax-Fight, Mediocre-Nationalism, No Sacrifice-Sacrifice, and Ordinary-Love Motherland. As a result, the most popular games are the Action of Hero genre with an average score (79.94), Strategy (71.25), RPG (67.09), and Adventure sequence (63.87). There are still 190 other national heroes; from this research, it is hoped that it can be a reference for research on hero-themed game designs and further research for usability testing of the Z-generation.

Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

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Volume Title
Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
28 December 2021
ISBN
10.2991/assehr.k.211228.046
ISSN
2352-5398
DOI
10.2991/assehr.k.211228.046How to use a DOI?
Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Amirul Muminin
AU  - Andar Bagus Sriwarno
AU  - Intan Rizky Mutiaz
PY  - 2021
DA  - 2021/12/28
TI  - Designing Games To Understand User Preferences Based Player-Centered Design of Indonesian National Heroes
BT  - Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)
PB  - Atlantis Press
SP  - 351
EP  - 358
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.211228.046
DO  - 10.2991/assehr.k.211228.046
ID  - Muminin2021
ER  -