A Social Emotional Game untuk Meningkatkan Self-Esteem
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Abstract
Game dengan elemen dramatis dapat menjadi media efektif untuk meningkatkan self-esteem pada remaja. Penelitian ini menganalisis tiga game independen (Omori, Hibernation Day, dan A Space for the Unbound) untuk mengidentifikasi bagaimana elemen-elemen dramatis dalam game tersebut mendukung perkembangan sosial-emosional pemain. Hasil penelitian ini diharapkan dapat memberikan wawasan baru bagi desainer game dalam menciptakan pengalaman bermain yang tidak hanya menghibur, tetapi juga bermanfaat bagi kesehatan mental pemain.
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