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

Mahatmi, Nadia and Iranti, RR. Mega (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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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
Keywords: Littering, gamification, intrinsic motivation
Subjects: 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 004 Computer Science, Data Processing, Hardware > 004.2 Systems Analysis and Design, Information Architecture, Performance Evaluation
700 Arts and Recreation > 740 Graphic Arts and Decorative Arts > 741 Drawing and drawings (Incl. cartoons, animations, comics, graphic novels and caricatures) > 741.6 Graphic Design, Illustration
Divisions: Faculty of Art & Design > Visual Communication Design
Depositing User: Administrator UMN Library
Date Deposited: 10 Feb 2022 06:48
Last Modified: 10 Feb 2022 06:48
URI: https://kc.umn.ac.id/id/eprint/19813

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