IMMERSIVE NARRATIVE GAMES FOR SUPPORTING ANTI-BULLYING

Nadhira, Lua Zhafira (2025) IMMERSIVE NARRATIVE GAMES FOR SUPPORTING ANTI-BULLYING. FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM, UNIVERISTAS LAMPUNG.

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Abstrak (Berisi Bastraknya saja, Judul dan Nama Tidak Boleh di Masukan)

The integration of immersive narrative-driven games as a medium for addressing societal challenges, such as bullying, which in Indonesia is prevalent at alarmingly high rates, represents a relatively novel application of computer science in the realm of education. This study investigates the potential of a visual novel created using the Ren’Py platform to educate and foster prosocial behavior among high school and university students. The research employed the Research and Development (R&D) methodology to design, test, and refine the game as it garners feedback from respondents aged 15–21 years. Interactive fiction, like video games, has a unique place in how it can simulate complex emotional and social dynamics, enabling players to navigate and influence narratives that parallel real-world issues. Data analysis revealed that the game enhanced players' awareness and preparedness to address bullying, with significant engagement stemming from the freedom of choice and character-driven storytelling. Keywords: bullying, visual novel, prosocial

Jenis Karya Akhir: Skripsi
Subyek: 000 Ilmu komputer, informasi dan pekerjaan umum
500 ilmu pengetahuan alam dan matematika
Program Studi: FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM (FMIPA) > Prodi S1 Ilmu Komputer
Pengguna Deposit: . . Yulianti
Date Deposited: 21 Nov 2025 06:31
Terakhir diubah: 21 Nov 2025 06:31
URI: http://digilib.unila.ac.id/id/eprint/93739

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