Educational Tycoon Game and Cultural Heritage

With the rapid development of technology and digital information, video games have become a significant cultural phenomenon, with a rapidly growing number of players each year. Concerns regarding the impact of video games on mental health have been largely dismissed by recent studies, suggesting minimal negative effects and emphasizing the motivational aspects of gaming. Recognizing the potential of video games as educational tools, this study explores the development of "PAANTU BANG: Pasar Hantu Bangka," a cultural tycoon game created by VAR Production, a team from the Bangka Belitung Islands. Utilizing the prototyping method for software development, the game combines business management principles with local cultural heritage. Through stages of requirement gathering, design, prototype building, evaluation, and revision, the game was successfully developed and published. The game offers players practical insights into running a business, including resource management and financial planning, while also educating them about regional folklore and traditional dishes. The result is a unique educational tool that effectively integrates entertainment with learning, promoting both business acumen and cultural awareness.

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Publication Details

Journal
Journal of Games Game Art and Gamification
Published
2025-04-29
DOI
https://doi.org/10.21512/jggag.v10i1.11983
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00

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article

Educational Tycoon Game and Cultural Heritage

Almeera Amsana Rachmani, Razen Syahputra, Okki Darmawan, Hastina Prayuda Wardani et al.
Journal of Games Game Art and Gamification
Digital Games and Media
article

Educational Tycoon Game and Cultural Heritage

Almeera Amsana Rachmani, Razen Syahputra, Okki Darmawan, Hastina Prayuda Wardani, Goldy Amsana Rachmanio, Umar Faruq Vista
article en

Abstract

With the rapid development of technology and digital information, video games have become a significant cultural phenomenon, with a rapidly growing number of players each year. Concerns regarding the impact of video games on mental health have been largely dismissed by recent studies, suggesting minimal negative effects and emphasizing the motivational aspects of gaming. Recognizing the potential of video games as educational tools, this study explores the development of "PAANTU BANG: Pasar Hantu Bangka," a cultural tycoon game created by VAR Production, a team from the Bangka Belitung Islands. Utilizing the prototyping method for software development, the game combines business management principles with local cultural heritage. Through stages of requirement gathering, design, prototype building, evaluation, and revision, the game was successfully developed and published. The game offers players practical insights into running a business, including resource management and financial planning, while also educating them about regional folklore and traditional dishes. The result is a unique educational tool that effectively integrates entertainment with learning, promoting both business acumen and cultural awareness.

Journal of Games Game Art and GamificationVol. 10(1)
University of Bangka Belitung (ID)
Universitas Bangka Belitung
Openalex Percentile: Top 73%
Digital Games and Media
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