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.
Authors
- Naura Nazivah
- Emmareta Fauziah
- Arsita Pinandita
Institutions
- Muhammadiyah University Purwokerto (ID)
- Universitas Wijayakusuma Purwokerto (ID)
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
- Field-Weighted Citation Impact
- 0.00