Enhancing challenge-based immersion in cultural game using appreciative fuzzy logic
| Dublin Core | PKP Metadata Items | Metadata for this Document | |
| 1. | Title | Title of document | Enhancing challenge-based immersion in cultural game using appreciative fuzzy logic |
| 2. | Creator | Author's name, affiliation, country | Muljono Muljono; Universitas Dian Nuswantoro; Indonesia |
| 2. | Creator | Author's name, affiliation, country | Hanny Haryanto; Universitas Dian Nuswantoro; Indonesia |
| 2. | Creator | Author's name, affiliation, country | Pulung Nurtantio Andono; Universitas Dian Nuswantoro; Indonesia |
| 2. | Creator | Author's name, affiliation, country | Raden Arief Nugroho; Universitas Dian Nuswantoro; Indonesia |
| 2. | Creator | Author's name, affiliation, country | Fitri Yakub; Universiti Teknologi Malaysia; Malaysia |
| 2. | Creator | Author's name, affiliation, country | Indriyo K. Sukmono; Yale University; United States |
| 3. | Subject | Discipline(s) | Fuzzy Logic; Serious Game; Game Technology |
| 3. | Subject | Keyword(s) | Appreciative fuzzy logic system; Appreciative serious games; Cultural serious game; Game challenge; Immersive experience |
| 4. | Description | Abstract | Many traditional games in Indonesia are considered cultural heritage and are in serious decline; young generations no longer know about them. Serious games have been considered a potential educational tool for cultural heritage preservation. Lack of immersive experience due to over-focus on the learning content is a common problem in those games. Very little research also discusses cultural heritage serious game design frameworks. This study uses the appreciative fuzzy logic system (AFLS) to enhance the challenge-based immersive experience (CBIE) in the Joglosemar cultural heritage game. The AFLS provides autonomous challenges, such as enemy numbers and aggressive behavior, and the frequency of item appearances in the games using fuzzy logic with respect to the appreciative serious games (ASG) concepts. The ASG is the design guide for serious games that divides the game activities into 4-D: discovery, dream, design, and destiny. We use three ASG-based serious games to evaluate the CBIE produced by AFLS. The game experience questionnaire (GEQ) is used to measure the player experience, while the cross-validation is used to measure the AFLS performance. Results show that the AFLS enhances the CBIE. The study contributes mainly to provide reliable intelligent system for automated serious game design. |
| 5. | Publisher | Organizing agency, location | Institute of Advanced Engineering and Science |
| 6. | Contributor | Sponsor(s) | |
| 7. | Date | (YYYY-MM-DD) | 2025-10-01 |
| 8. | Type | Status & genre | Peer-reviewed Article |
| 8. | Type | Type | |
| 9. | Format | File format | |
| 10. | Identifier | Uniform Resource Identifier | https://ijai.iaescore.com/index.php/IJAI/article/view/27318 |
| 10. | Identifier | Digital Object Identifier (DOI) | http://doi.org/10.11591/ijai.v14.i5.pp3702-3714 |
| 11. | Source | Title; vol., no. (year) | IAES International Journal of Artificial Intelligence (IJ-AI); Vol 14, No 5: October 2025 |
| 12. | Language | English=en | en |
| 14. | Coverage | Geo-spatial location, chronological period, research sample (gender, age, etc.) | |
| 15. | Rights | Copyright and permissions |
Copyright (c) 2025 Institute of Advanced Engineering and Science![]() This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. |
