PERANCANGAN RECITE: THE BOARD GAME SEBAGAI PRODUK PENGAKTIFAN MEREK UNTUK VIDEO GAME RECITE

Authors

Abstract

Industri video game telah mengalami peningkatan besar di 2 dekade terakhir, pada tahun 2022 saja disebutkan bahwa seluruh industri video game menghasilkan 60 miliar USD, tentunya dengan besarnya peluang di industri video game ini menjadikan banyak entrepreneur muda yang tertarik untuk membuka brand video game development mereka sendiri, Naraten Studio merupakan salah satu studio video game development baru yang sedang mempersiapkan produk pertama mereka, sebuah narrative adventure game bertema murder mystery. Walaupun mereka sudah memiliki rencana mengenai produk pertama mereka mereka masih belum memiliki rencana mengenai pemasaran produk dan pengaktifan brand mereka, di-sinilah perancangan board game yang akan dapat membantu pengenalan produk dan mengaktifkan brand mereka akan sangat membantu, Dengan mendukung prinsip hobby game yang mengarah kepada target pasar pencinta animasi Jepang yang sangat besar di Indonesia, diharapkan board game RECITE ini dapat membantu peluncuran video game milik Naraten Studio. Perancangan board game ini menggunakan metode penelitian mix method, pengolahan data secara induktif, dan perancangan Customer Centric Product demi mendapatkan hasil akhir board game yang dapat dengan mudah diterima oleh masyarakat luas.

Kata kunci: Permainan Papan, Permainan Video, Pengaktifan Brand

References

Andini, M., & Yunianta, T. N. H. (2018). The Development of Borad game

Learning. In Al-Jabar : Jurnal Pendidikan Matematika (Vol. 9, Issue , pp. 95-109). Raden Intan State Islamic University of Lampung. https://doi.org/10.24042/ajpm.v9i2.3424

Andri, A., Sufyan, A., & Zulkarnain, T. (2020). THE INFLUENCE OF EXISTENCE RMU (RETAIL MERCHANDISING UNITS) IN MALL OF VISITORS

PERCEPTION A Case Study: Resort Level (RL) PVJ Mall Bandung. Balong International Journal of

Design, 3(1).https://doi.org/10.25134/balong.v3i1.5478

Bateman, C. M. (2021a). Game writing: Narrative skills for videogames.

Bloomsbury Academic.

Bell, R. C. (1983). The boardgame book. Exeter Books.

Bernard, H. R. (2011). Research methods in anthropology. AltaMira Press.

Board Game Geek. (2023, January 9), Board Game Categoty. Retrieved January 9, , from https://boardgamegeek.com/browse/boardgamecategory

Chalik, C., & Andrianto, A. (2022). ANALISIS WARNA PADA INTERIOR INTERNET

CAFE FUSION RISE. In Waca Cipta Ruang (Vol. 8, Issue 1, pp. 13-22).

Universitas Komputer Indonesia. https://doi.org/10.34010/wcr.v8i1.6545

Despeisse, M. (2018). Teaching Sustainability Leadership in Manufacturing: A Reflection on the Educational Benefits of the Board Game Factory

Heroes. In Procedia CIRP (Vol. 69, pp. 621-626). Elsevier BV. https://doi.org/10.1016/j.procir.2017.11.130

Entertainment Software Association (ESA). (2022, June 10). 2022 essential facts about the video game industry. Retrieved December 7, 2022, from

https://www.theesa.com/resource/2022-essential-facts-about- the-video-game-industry/

Evans, D. (2019, April 12) https://www.psychologytoday.com/us/blog/can-t-we-all-just-get-along/201904/do-you-love-murder-mysteries-youre-not-alone- heres-why

Halcomb, E., & Hickman, L. (2015). Mixed methods research. Nursing Standard, (32), 41-47. https://doi.org/10.7748/ns.29.32.41.e8858

Hastings, E. M., Jahanbakhsh, F., Karahalios, K., Marinov, D., & Bailey, B. P. (2018).

Structure or nurture? Proceedings of the ACM on Human-Computer

Interaction, 2(CSCW), 1-21. https://doi.org/10.1145/3274337

Hendriyana, H., Kudya, K., & Atamtajani, A. S. M. (2020). Designing marine-park- inspired batik patterns and their application on Masks as Pangandaran tourism Souvenirs during Covid-19 pandemic. Journal of Urban Society's Arts, 7(2), 74-82.

Hendriyana, H., & Ds, M. (2022). Metodologi Penelitian Penciptaan Karya Practice- Led Research and Practice-Based Research Seni Rupa, Kriya, Dan Desain-edisi Revisi. Penerbit Andi.

Hendriyana, H., & Ds, M. (2022). Rupa dasar (Nirmana): Asas dan prinsip dasar seni visual. Penerbit Andi. Indie Rise. (n.d). 2022 INDIE RISE, New Talents Awards Presskit. Retrieved December 7, 2022, from https://indierise.games/presskit.

ISAAC, E. G. S. (2022). Building Blocks of Tabletop Game Design: An encyclopedia of mechanisms. ROUTLEDGE.

Jirousek, C. (1995). Art, design and visual thinking: An interactive textbook. Dept. of Textiles and Apparel. Cornell University.

Kloep, L., Helten, A.-L., & Peifer, C. (2023). A playful way to promote team flow: Evaluation of a positive psychological board game for Team

Building. International Journal of Applied Positive Psychology, 8(2), -427. https://doi.org/10.1007/s41042-023-00096-4

MacInnis, D. J., Park, C. W., & Priester, J. W. (2014). Handbook of Brand

Relationships. https://doi.org/10.4324/9781315703886

McKay, A., Brown, G., & Skalberg, N. (2015). Brand activation: Implementing the real drivers of sales and profit. Alex McKay.

Nababan, R., & Hendriyana, H. (2012). Parole, Sintagmatik, dan Paradigmatik Motif Batik Mega Mendung. Jurnal Seni & Budaya Panggung, 22(2), 181-

Neilson Bookscan. (2018) Neilson Bookdata Research Report. Retrieved August 10, , from https://nielsenbook.co.uk/measure/

Paxton, C. (2021, January 28), https://www.parlor.io/blog/customer-vs-product-centric- approaches/

Perron, B., & P., W. M. J. (2009). The video game theory reader. Routledge.

Randmaa, M., Howard, T. J., & Otto, T. (2012). From product centered design to value centered design: understanding the value system. In Proceedings of the 8th International DAAAM Baltic Conference

Saeed, R., Zameer, H., Tufail, S., & Ahmad, I. (2015). Brand Activation: A Theoretical Perspective. Journal of Marketing and Consumer Research, 13, 94-99.

Stermac, L., & Josefowitz, N. (1985). A board game for teaching social skills to institutionalized adolescents. Journal of Child Care, 2(3), 31-38.

Vora, T. (2021, December, 29). https://www.cuelogic.com/blog/user-centered-design.

Woods, S. (2012). Eurogames: The design, culture and play of Modern European Board games. McFarland. Wawancara dengan: Gelar Gumilar Sudrajat, co-founder dari Naraten Studio, Bandung, 2022

Downloads

Published

2024-02-01

Issue

Section

Program Studi S1 Desain Produk