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Enhancing challenge-based immersion in cultural game using appreciative fuzzy logic

IAES International Journal of Artificial Intelligence · Vol. 14 No. 5 (2025) · hlm. 3702–3714

DOI
10.11591/ijai.v14.i5.pp3702-3714
ISSN
2252-8938, 2089-4872
Terbit
2025-10-01
Penerbit
Institute of Advanced Engineering and Science
Bahasa
eng
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

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.

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39 penulis · 100 tautan kepenulisan bersama · 59 lintas organisasi

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  • Universitas Dian Nuswantoro
  • University of Technology Malaysia
  • Mercu Buana University
  • Institut Teknologi Sepuluh Nopember
  • Universitas Muhammadiyah Malang
  • Sebelas Maret University
  • Yale University
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Rekan penulisOrganisasiArtikel bersama
Sheikh Ahmad ZakiUniversity of Technology Malaysia2
Nelidya Md YusoffUniversity of Technology Malaysia2
Moch Arief SoelemanUniversitas Dian Nuswantoro2
Muhammad NaufalUniversitas Dian Nuswantoro2
Sari Ayu WulandariUniversitas Dian Nuswantoro2
Harun Al AziesInstitut Teknologi Sepuluh Nopember2
Mangatur Rudolf NababanSebelas Maret University2
Nassir RanjbarUniversity of Technology Malaysia1
Aya HagishimaKyushu University1
Boni SenaUniversity of Technology Malaysia1
Mohammad Kholid RidwanUniversitas Gadjah Mada1
Vina AyumiMercu Buana University1
Ida NurhaidaMercu Buana University1
Inge DhamantiUniversitas Airlangga1
Benny TjahjonoCoventry University1
Rachmad AbdullahInstitut Teknologi Sepuluh Nopember1
Budi HarjoUniversitas Dian Nuswantoro1
Muhammad Rifqi Fadhlan RahmatullahUniversitas Dian Nuswantoro1
AffandyUniversitas Dian Nuswantoro1
Guruh Fajar ShidikUniversitas Dian Nuswantoro1
Cinantya ParamitaUniversitas Dian Nuswantoro1
Sindhu RakasiwiUniversitas Sains dan Teknologi Komputer1
Shier Nee SawUniversity of Malaya1
Muhammad Ivan RafsanjaniUniversitas Dian Nuswantoro1
Muhammad MunsarifUniversitas Dian Nuswantoro1
Edi NoersasongkoUniversitas Dian Nuswantoro1
Amrul FaruqUniversitas Muhammadiyah Malang1
Shahrum Shah AbdullahUniversity of Technology Malaysia1
Muhammad IrfanHasanuddin University1
Lailis SyafaahUniversitas Muhammadiyah Malang1
Shamsul Faisal Mohd HusseinUniversiti Teknikal Malaysia Melaka1
I Made Dian SaputraUniversitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar1
Aldi Dwi SaputraSebelas Maret University1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) http://ijai.iaescore.com/index.php/IJAI/oai, pertama di-harvest 8 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en-US">Enhancing challenge-based immersion in cultural game using appreciative fuzzy logic</dc:title>
	<dc:creator>Muljono, Muljono</dc:creator>
	<dc:creator>Haryanto, Hanny</dc:creator>
	<dc:creator>Andono, Pulung Nurtantio</dc:creator>
	<dc:creator>Nugroho, Raden Arief</dc:creator>
	<dc:creator>Yakub, Fitri</dc:creator>
	<dc:creator>Sukmono, Indriyo K.</dc:creator>
	<dc:subject xml:lang="en-US">Fuzzy Logic; Serious Game; Game Technology</dc:subject>
	<dc:subject xml:lang="en-US">Appreciative fuzzy logic system; Appreciative serious games; Cultural serious game; Game challenge; Immersive experience</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:publisher xml:lang="en-US">Institute of Advanced Engineering and Science</dc:publisher>
	<dc:contributor xml:lang="en-US"></dc:contributor>
	<dc:date>2025-10-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US"></dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://ijai.iaescore.com/index.php/IJAI/article/view/27318</dc:identifier>
	<dc:identifier>10.11591/ijai.v14.i5.pp3702-3714</dc:identifier>
	<dc:source xml:lang="en-US">IAES International Journal of Artificial Intelligence (IJ-AI); Vol 14, No 5: October 2025; 3702-3714</dc:source>
	<dc:source>2252-8938</dc:source>
	<dc:source>2089-4872</dc:source>
	<dc:source>10.11591/ijai.v14.i5</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://ijai.iaescore.com/index.php/IJAI/article/view/27318/14712</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 Institute of Advanced Engineering and Science</dc:rights>
	<dc:rights xml:lang="en-US">http://creativecommons.org/licenses/by-sa/4.0</dc:rights>
</oai_dc:dc>