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