Designing a concept-based folklore video game / Fatin Nadia Asmadi and Rafuzan Jaafar

Asmadi, Fatin Nadia and Jaafar, Rafuzan (2023) Designing a concept-based folklore video game / Fatin Nadia Asmadi and Rafuzan Jaafar. In: Graphic philosophy: the creative process of undergraduate final year projects. Kolej Pengajian Seni Kreatif (KPSK) UiTM Cawangan Melaka, Alor Gajah, Melaka, pp. 50-52. ISBN 978-967 -26941-8-2 (Submitted)

Abstract

Folktales may include supernatural or miraculous elements such as ghosts, monsters, or divine intervention, but they are commonly accepted as only partially true. Malay folklore was also passed down through a variety of tools and methods, not all of which were used for oral transmission. However, these folktales have also been featured in films such as Upin Ipin Siamang Tunggal, Magika, Hikayat Merong Maha- wangsa, and many more in today’s modern world. When leisure time is no longer spent reading books. Not all of the stories withstood. The majority of today’s youth are gamers who are infatuated with their games They may even claim that it is one of their leisure pursuits or a way for them to loosen up. This leads to most avid players focusing on even the slightest aspects, recalling and appreciating them, which may heighten their excitement and encourage them to study more about Malay folklore if it were incorporated into games. As a result, it will be an ideal platform for information injection. They will also be interested in this type of game. This would undoubtedly aid in presenting the story to young viewers as well as those unfamiliar with Malay culture. Furthermore, this research can contribute to the preservation of Malaysia’s nearly forgotten Malay folklore. Because entertainment is one of the tools for teaching, video games will be an effective solution to this problem. It will be the best method for capturing users’ attention and making it easier to understand. Edutainment is the use of modern forms of entertainment in traditional lectures, lessons, seminars, workshops, and master classes. This term refers to television shows, desktop, computer, and video games; movies; music; websites; and multimedia software, as well as modern training and communication methods. illustrating that life in the modern era would be unimaginable notwithstanding these resources. What’s more, classes and other activities use technology. Edutainment can be done in a cafe, park, office, or gallery where you can learn about any educational subject in a relaxed setting. (Anikina & Yakimenko,2015)

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Asmadi, Fatin Nadia
UNSPECIFIED
Jaafar, Rafuzan
UNSPECIFIED
Contributors:
Contribution
Name
Email / ID Num.
Chief Editor
Harun, Azahar
UNSPECIFIED
Editor
Mohd Fadil, Mohd Zaki
UNSPECIFIED
Editor
Mohd Hidli, Suci Salsabilla
UNSPECIFIED
Designer
Ahmad, Muhammad Aqil
UNSPECIFIED
Team Member
Muhamad Nasir, Nuratikah Husna
UNSPECIFIED
Team Member
Kamaruddin Muhammad, Ahmad Kusyaryman
UNSPECIFIED
Team Member
Azian Sofian, Aidil Azizi
UNSPECIFIED
Team Member
Rosli, Ainin Sofiya
UNSPECIFIED
Team Member
Nik Man Nur, Nik Puteri Areesya
UNSPECIFIED
Team Member
Mohd Pidaus, Athiera Hana
UNSPECIFIED
Team Member
Asmadi, Fatin Nadia
UNSPECIFIED
Subjects: T Technology > T Technology (General) > Information technology. Information systems
Divisions: Universiti Teknologi MARA, Melaka > Alor Gajah Campus > Faculty of Art and Design
Page Range: pp. 50-52
Keywords: Designing; Folklore video game; Edutainment
Date: 2023
URI: https://ir.uitm.edu.my/id/eprint/80551
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