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      Perancangan Game Copafona Sebagai Produk Interpretasi Bagi Perempuan Prasejahtera di Kota Bogor

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      Date
      2025
      Author
      Sholih, Muhammad Aditya
      Avenzora, Ricky
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      Abstract
      Penelitian ini mengeksplorasi hubungan aspek desain visual, replayability, nilai edukasi, kualitas komunikasi visual pada game “Copafona” dengan persepsi utilitas dan nilai hiburan pada perempuan kurang mampu di Kota Bogor. Metodologi kuantitatif berdasarkan regresi linier berganda. Analisis data dikumpulkan sebanyak 200 responden. Variabel interaktivitas, keterlibatan pengguna, kontribusi permainan terhadap peningkatan keterampilan kognitif dan sosial. Hasil penelitian menunjukkan bahwa desain visual yang efektif dan replayability secara signifikan meningkatkan keterlibatan pengguna, sementara elemen pendidikan memperkuat nilai kegunaan game sebagai alat pembelajaran. Permainan digital ini dapat memberikan solusi pendidikan yang inovatif bagi kelompok masyarakat kurang mampu, mendorong inklusi digital melalui akses hiburan yang bermakna, mengidentifikasi peran komunikasi visual dalam memediasi hubungan antara nilai pendidikan dan nilai hiburan. Kajian ini memberikan kontribusi penting terhadap peran game digital dalam memberdayakan masyarakat kurang mampu, serta memberikan landasan bagi pengembangan game yang lebih inklusif dan berbasis nilai edukasi.
       
      This research explores the relationship between aspects of visual design, replayability, educational value, quality of visual communication in the game "Copafona" with perceptions of utility and entertainment value for underprivileged women in Bogor City. Quantitative methodology based on multiple linear regression. Analysis of data collected by 200 respondents. Interactivity variables, user involvement, game contribution to improving cognitive and social skills. The research results show that effective visual design and replayability significantly increase user engagement, while educational elements strengthen the game's useful value as a learning tool. This digital game can provide innovative educational solutions for underprivileged groups, encourage digital inclusion through access to meaningful entertainment, identify the role of visual communication in mediating the relationship between educational value and entertainment value. This study makes an important contribution to the role of digital games in empowering underprivileged communities, as well as providing a foundation for the development of games that are more inclusive and based on educational value.
       
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      http://repository.ipb.ac.id/handle/123456789/161241
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      • UT - Ecotourism [220]

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      Indonesia DSpace Group 
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