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.

[img]
Preview
Text
FILE ABSTRAK SAJA - NADHIRA LUA ZHAFIRA 43.pdf

Download (71kB) | Preview
[img] Text
Nadhira Lua Zhafira 1817051043 SKRIPSI FULL - NADHIRA LUA ZHAFIRA 43.pdf
Restricted to Repository staff only

Download (1MB) | Request a copy
[img]
Preview
Text
Nadhira Lua Zhafira Skripsi tanpa pembahasan - NADHIRA LUA ZHAFIRA 43.pdf

Download (950kB) | Preview

Abstract

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

Item Type: Other
Subjects: ?? 000 ??
?? 500 ??
Divisions: Fakultas MIPA > Prodi Ilmu Komputer
Depositing User: . . Yulianti
Date Deposited: 21 Nov 2025 06:31
Last Modified: 21 Nov 2025 06:31
URI: http://digilib.unila.ac.id/id/eprint/93739

Actions (login required)

View Item View Item