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Gamification Design for Waste Problems in Public Space Case Study: Gajah Tunggal Park, Tangerang

Mahatmi, Nadia and Kusumawardhani, Mega Iranti (2019) Gamification Design for Waste Problems in Public Space Case Study: Gajah Tunggal Park, Tangerang. Jurnal Desain Komunikasi Visual Nirmana, 19 (2). ISSN 0215-0905

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Official URL: https://nirmana.petra.ac.id/index.php/dkv/article/...

Abstract

Waste is a problem that is always faced in every major city in Indonesia. Tangerang is one of the big cities in Indonesia that also faces problems with garbage. Even though every public space in Tangerang has provided trash bins, the level of community participation in disposing of garbage in its place is still low. To increase community participation, gamification can be used. However, before the gamification is designed, it has to first know the intrinsic motivation of people wanting to dispose of garbage in its proper place so that the gamification design is effective.

Item Type: Article
Subjects: 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 006 Special Computer Methods (3D Graphics, Digital Video, Data Mining, Augmented Reality)
300 Social Sciences > 350 Public administration and military science > 353 Specific Public Administration (Incl. Social Welfare, Health Services; Safety, Mitigation, Waste Control; Public Justice, Corruption)
700 Arts and Recreation > 740 Graphic Arts and Decorative Arts > 740 Graphic arts (Incl. typographical designs; two-dimensional mixed-media, icon and mascot designs)
Divisions: Fakultas Seni dan Desain > Program Studi Desain Komunikasi Visual
Depositing User: mr admin umn
Date Deposited: 04 Nov 2021 02:18
Last Modified: 04 Nov 2021 02:18
URI: http://kc.umn.ac.id/id/eprint/19035

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