DESAIN <i>BOARD GAME</i> SEBAGAI MEDIA ASERTIF UNTUK MENGURANGI PERILAKU FOMO PADA GENERASI Z

This board game design addresses the FOMO (Fear of Missing Out) phenomenon among Generation Z, which hinders assertive skills and social interactions. The study aims to create an assertive-interactive medium through qualitative methods (interviews, questionnaires, observations) and SWOT analysis to define the USP (Unique Selling Proposition), strategic positioning, and alignment with Jesse Schell’s 4 Elements of Games (Mechanics, Aesthetics, Story, Technology). The resulting board game incorporates mechanics that encourage self-reflection through storytelling and art therapy via expressive imagery . A fantasy-themed visual design aligns with Generation Z’s interest in supernatural characters, motivating them to confront real-life challenges.

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Publication Details

Journal
Jurnal dimensi seni rupa dan desain
Published
2025-02-28
DOI
https://doi.org/10.25105/dim.v21.i2.18687
Primary Topic
Edcuational Technology Systems
Type
article
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article

DESAIN BOARD GAME SEBAGAI MEDIA ASERTIF UNTUK MENGURANGI PERILAKU FOMO PADA GENERASI Z

Naura Nazivah, Emmareta Fauziah, Arsita Pinandita
Jurnal dimensi seni rupa dan desain
Edcuational Technology Systems
article

DESAIN BOARD GAME SEBAGAI MEDIA ASERTIF UNTUK MENGURANGI PERILAKU FOMO PADA GENERASI Z

Naura Nazivah, Emmareta Fauziah, Arsita Pinandita
article en

Abstract

This board game design addresses the FOMO (Fear of Missing Out) phenomenon among Generation Z, which hinders assertive skills and social interactions. The study aims to create an assertive-interactive medium through qualitative methods (interviews, questionnaires, observations) and SWOT analysis to define the USP (Unique Selling Proposition), strategic positioning, and alignment with Jesse Schell’s 4 Elements of Games (Mechanics, Aesthetics, Story, Technology). The resulting board game incorporates mechanics that encourage self-reflection through storytelling and art therapy via expressive imagery . A fantasy-themed visual design aligns with Generation Z’s interest in supernatural characters, motivating them to confront real-life challenges.

Jurnal dimensi seni rupa dan desainVol. 21(2)
Muhammadiyah University Purwokerto (ID), Universitas Wijayakusuma Purwokerto (ID)
Openalex Percentile: Top 96%
Edcuational Technology Systems
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DESAIN <i>BOARD GAME</i> SEBAGAI MEDIA ASERTIF UNTUK MENGURANGI PERILAKU FOMO PADA GENERASI Z — Naura Nazivah, Emmareta Fauziah, et al. · Jurnal dimensi seni rupa dan desain (2025) | TGRS Research Map | TGRS