KnE Social Sciences

ISSN: 2518-668X

The latest conference proceedings on humanities, arts and social sciences.

Player Immersion Through Aesthetic Elements of Video Games: a Case Study in “A Space for the Unbound”

Published date:Jan 10 2025

Journal Title: KnE Social Sciences

Issue title: The Bandung Creative Movement 2023 – Enhancing Collaboration In Arts, Design And Craft For Sustainable Creative Industries: Technology and Art

Pages:158 - 167

DOI: 10.18502/kss.v10i3.17910

Authors:

Pandu Rukmi Utomopandu.utomo@ciputra.ac.idCiputra University, Surabaya

Abstract:

“A Space for the Unbound” is an example of a successful Indonesian game in the international market and has won numerous awards from diverse gaming events worldwide. This study aims to answer how this game can create player immersion which can form emotional bonds with its users so that other Indonesian game developers can replicate it. The research employs phenomenological methods as part of the qualitative research method to gain an in-depth understanding of the research object. The findings show that the game is a complex medium that effectively touches the emotions of its audience by stimulating emotional responses, particularly that of nostalgia. A comprehensive understanding of the theme culture and translated audio-visually, narrative, and ludic is crucial in creating an immersive experience that emotionally connects players with the adapted culture to develop a sense of nostalgia.

Keywords: video games, emotional bond, Indonesian game, aesthetic

References:

[1] Maulida L, Nistanto RK. Game Indonesia “A Space for the Unbound” Sabet Penghargaan di Jepang [Internet]. Jakarta: Tekno Kompas. 2022April 2 [cited 2023 June]. https://tekno.kompas.com/read/2022/09/20/12300027/gameindonesia- a-space-for-the-unbound-sabet-penghargaan-di-jepang

[2] Kementerian Komunikasi dan Informatika Republik Indonesia (Kominfo), Lembaga Ilmu Pengetahuan Indonesia (LIPI), Asosiasi Game Indonesia (AGI). Peta ekosistem industri game Indonesia. Jakarta: Direktorat Jenderal Aplikasi Informatika Kementerian Komunikasi dan Informatika; 2021.

[3] Junaedi D. Estetika: Jalinan Subjek, Objek, dan Nilai. Yogyakarta: ArtCiv Publisher; 2016.

[4] Thon JN. Playing with Fear: The Aesthetics of Horror in Recent Indie Games. Eludamos: Journal for Computer Game Culture. 2019;10(1):197-231.

[5] Cairns PA, Cox AL, Nordin A. Immersion in digital games: A review of gaming experience research. In: Handbook of Digital Games. New York: Wiley-IEEE Press; 2014.

[6] Poth CN, Creswell JW. Qualitative inquiry and research design (International Student Edition): Choosing among five approaches. Thousand Oaks, CA: Sage Publications, Inc; 2017.

[7] Wulansari ODE, Pirker J, Kopf J, Guetl C. Video games and their correlation to empathy: How to teach and experience empathic emotion. ICL 2019: The Impact of the 4th Industrial Revolution on Engineering Education. 2020;1:151-163.

[8] Grahn E. Modern Pixel Art Games. Bachelor Thesis, Blekinge Institute of Technology; 2013.

[9] Axelsson E. Digital tourism: Building experience for Seichi Junrei “Anime pilgrimage”. Master Thesis, Malmö University; 2020.

[10] Sachari A, Sunarya YY. Wacana Transformasi Budaya. Bandung: Penerbit ITB; 2001.

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