Graphic design roles in gamification: Malaysia's cross-cultural traditional board games

This research presents an approach to creating graphic designs which are derived from the design thinking method. The design thinking method will consist of the following process: emphasis, define, ideate, prototype and test. The research also examined the commercialization of gamification using boa...

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Bibliographic Details
Published in:Perspectives and Practices of Gamification
Main Author: Shawalludin S.; Sanmugam M.; Jamaludin J.; Ibrahim S.F.; Badri Z.
Format: Book chapter
Language:English
Published: Nova Science Publishers, Inc. 2022
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85152748497&partnerID=40&md5=3a53cfccfbe36d8a62ce7eee9a579202
id 2-s2.0-85152748497
spelling 2-s2.0-85152748497
Shawalludin S.; Sanmugam M.; Jamaludin J.; Ibrahim S.F.; Badri Z.
Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
2022
Perspectives and Practices of Gamification



https://www.scopus.com/inward/record.uri?eid=2-s2.0-85152748497&partnerID=40&md5=3a53cfccfbe36d8a62ce7eee9a579202
This research presents an approach to creating graphic designs which are derived from the design thinking method. The design thinking method will consist of the following process: emphasis, define, ideate, prototype and test. The research also examined the commercialization of gamification using board games as one of the activities in the module of cross-culturalism. The module was created by the National Unity and Integration Department (JPNIN) as an alternative method in developing an understanding of culture in Malaysia. It is well known that Malaysia is integrated with a variety of cultures that have gone through a lot of challenges. This research takes an integrative approach created toward the theory, method, and practice, by using board games as an alternative in making cross-cultural education more attractive and acting as one of the forms of family entertainment. To demonstrate our approach, we show the results for the board games, including generating the graphic design for various games in one box, and retargeting the design in new ways to improve cross-cultural learning. © 2022 by Nova Science Publishers, Inc. All rights reserved.
Nova Science Publishers, Inc.

English
Book chapter

author Shawalludin S.; Sanmugam M.; Jamaludin J.; Ibrahim S.F.; Badri Z.
spellingShingle Shawalludin S.; Sanmugam M.; Jamaludin J.; Ibrahim S.F.; Badri Z.
Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
author_facet Shawalludin S.; Sanmugam M.; Jamaludin J.; Ibrahim S.F.; Badri Z.
author_sort Shawalludin S.; Sanmugam M.; Jamaludin J.; Ibrahim S.F.; Badri Z.
title Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
title_short Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
title_full Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
title_fullStr Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
title_full_unstemmed Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
title_sort Graphic design roles in gamification: Malaysia's cross-cultural traditional board games
publishDate 2022
container_title Perspectives and Practices of Gamification
container_volume
container_issue
doi_str_mv
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85152748497&partnerID=40&md5=3a53cfccfbe36d8a62ce7eee9a579202
description This research presents an approach to creating graphic designs which are derived from the design thinking method. The design thinking method will consist of the following process: emphasis, define, ideate, prototype and test. The research also examined the commercialization of gamification using board games as one of the activities in the module of cross-culturalism. The module was created by the National Unity and Integration Department (JPNIN) as an alternative method in developing an understanding of culture in Malaysia. It is well known that Malaysia is integrated with a variety of cultures that have gone through a lot of challenges. This research takes an integrative approach created toward the theory, method, and practice, by using board games as an alternative in making cross-cultural education more attractive and acting as one of the forms of family entertainment. To demonstrate our approach, we show the results for the board games, including generating the graphic design for various games in one box, and retargeting the design in new ways to improve cross-cultural learning. © 2022 by Nova Science Publishers, Inc. All rights reserved.
publisher Nova Science Publishers, Inc.
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language English
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