Prototyping a Board Game as Media to Advertise University Program

Setiawan, Michael Satrio Prayogo (2019) Prototyping a Board Game as Media to Advertise University Program. Other thesis, UNIKA SOEGIJAPRANATA SEMARANG.

[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf COVER.pdf

Download (443kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf BAB I.pdf

Download (374kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf BAB II.pdf
Restricted to Registered users only

Download (708kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf BAB III.pdf

Download (234kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf BAB IV.pdf

Download (869kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf BAB V.pdf

Download (230kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf BAB VI.pdf

Download (153kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf DAPUS.pdf

Download (154kB)
[img] Text
13.07.0004 MICHAEL SATRIO PRAYOGO SETIAWA (2.58)..pdf LAMP.pdf

Download (183kB)

Abstract

Advertising is a form of mass education for people to learn that something exists in a market. In this post information era, from a consumer products, to consumer services, every company in various business such as airlines, marketplace, even education have used various medias in order to advertise products or services. The advertising is done to raise public awareness of the brand. It can be concluded that to raise awareness of a product or public services, advertising is one of the essential parts as well as in the field of education. The study has a purpose to design a board game advertising a program in an university. The board game has the element of advertisement concealed, making the students able to enjoy searching for information about university and increasing their will to learn about university. This study results in a board game prototype “Flow Into The System” game tested towards 29 high school students and 9 college students in age range of 19 to 23. The questionnaires from 38 respondent has been analyzed using SPSS statistical analysis. The finding of analysis proves that the game is able to make the respondents want to play it again and again because the game is fun to play, making their bonds stronger, and being perceived as useful.

Item Type: Thesis (Other)
Subjects: 000 Computer Science, Information and General Works > 005 Computer programming, programs & data > Information Systems
Divisions: Faculty of Computer Science > Department of Information Systems
Depositing User: mr AM. Pudja Adjie Sudoso
Date Deposited: 30 Mar 2020 03:26
Last Modified: 30 Mar 2020 03:26
URI: http://repository.unika.ac.id/id/eprint/21096

Actions (login required)

View Item View Item