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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) · pp. 3702–3714

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

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.

Keywords

Collaboration network of the authors

38 authors · 96 co-authorship links · 24 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • University of Technology Malaysia
  • Universitas Dian Nuswantoro
  • Mercu Buana University
  • Kyushu University
  • Universitas Gadjah Mada
  • La Trobe University
  • Coventry (United Kingdom)
  • Other organisations
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Sheikh Ahmad ZakiUniversity of Technology Malaysia2
Nelidya Md YusoffUniversity of Technology Malaysia2
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 DhamantiLa Trobe University1
Benny TjahjonoCoventry (United Kingdom)1
Rachmad AbdullahInstitut Teknologi Sepuluh Nopember1
Budi HarjoUniversitas Dian Nuswantoro1
Muhammad Rifqi Fadhlan RahmatullahAffiliation unknown1
AffandyAffiliation unknown1
M. Arief SoelemanAffiliation unknown1
Guruh Fajar ShidikAffiliation unknown1
Sindhu RakasiwiAffiliation unknown1
Cinantya ParamitaAffiliation unknown1
Shier Nee SawAffiliation unknown1
Muhammad Ivan RafsanjaniAffiliation unknown1
Amrul FaruqUniversitas Muhammadiyah Malang1
Shahrum Shah AbdullahAffiliation unknown1
Muhammad IrfanHasanuddin University1
Lailis SyafaahAffiliation unknown1
Shamsul Faisal Mohd HusseinAffiliation unknown1
Muhammad NaufalAffiliation unknown1
Pulung Nurtantio AndonoAffiliation unknown1
Sari Ayu WulandariAffiliation unknown1
Harun Al AziesAffiliation unknown1
I Made Dian SaputraAffiliation unknown1
Aldi Dwi SaputraAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) http://ijai.iaescore.com/index.php/IJAI/oai, first harvested 8 Nov 2026, last seen 8 Nov 2026.
Original metadata (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>
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	<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>