DANISWARA, HUGO (2026) BOARD GAME STRATEGI BERBASIS SISTEM MODULAR DENGAN ADAPTASI VISUAL ELEMEN MITOLOGI NUSANTARA HALAMAN SAMPUL. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
This design aims to produce a strategy-oriented board game based on a modular system that aesthetically adapts the visual elements of Nusantara mythology. The game functions as a physical social interaction medium (digital detox) for urban society as well as a means of preserving local culture. The variables examined in this design encompass three main pillars of Symbolic Interactionism Theory: the system pillar (hexagonal grid spatial mechanics), the function pillar (tactile ergonomics of components), and the aesthetics pillar (visual semiotics of character illustration). Data collection was conducted among a target group of urban society aged 16–30 years, with a total of 84 respondents selected through purposive sampling. The data analysis method employed is descriptive mixed-methods, combining percentage-based quantitative analysis from survey results with qualitative sorting matrix analysis. The design results demonstrate that the system pillar successfully realizes dynamic gameplay mechanics through 19 hexagonal modular island tiles providing directional equity (equidistant). Regarding the function pillar, tile dimensions are set at 6 x 6 cm with a total board span of 30 cm, empirically proven to lie within the safe limit of the human seated Primary Reach Zone according to Indonesian anthropometric data (maximum 43.2 cm), thereby ensuring ergonomics and reducing physical fatigue. In the aesthetics pillar, visuals were developed using a semi-realistic fantasy illustration style (high-fidelity) integrated with detailed Nusantara ornaments and glowing elemental lighting effects on the characters Agni, Baruna, Antaboga, and Garuda. Survey results confirm that this new visual approach successfully serves as an immersive cultural identity symbol and enhances players' emotional engagement. The conclusion of this design indicates that the "Elementalist" board game is theoretically, ergonomically, and visually valid as an adaptive real-world social interaction medium, contributing directly to Sustainable Development Goals (SDGs) Target 3. The future educational implications of this design include providing an interactive contemporary cultural learning instrument for the younger generation, as well as serving as a model for developing tactile, gamified educational media to preserve local heritage in both formal educational settings and community spaces. Keywords: Board game, Modular System, Nusantara Mythology, Symbolic Interaction. Perancangan ini bertujuan untuk menghasilkan gim papan (board game) berorientasi strategi berbasis sistem modular yang mengadaptasi elemen visual mitologi Nusantara secara estetik. Gim ini difungsikan sebagai media interaksi sosial fisik (digital detox) bagi masyarakat urban sekaligus sarana preservasi budaya lokal. Variabel yang diteliti dalam perancangan ini mencakup tiga pilar utama Teori Interaksionisme Simbolik: pilar sistem (mekanika spasial hexagonal grid), pilar fungsi (ergonomi taktil komponen), dan pilar estetika (visual semiotika ilustrasi karakter). Pengumpulan data dilakukan pada kelompok target masyarakat urban berusia 16–30 tahun dengan total 84 responden yang dipilih melalui teknik purposive sampling. Metode analisis data yang digunakan adalah deskriptif mixedmethods, yang menggabungkan analisis kuantitatif berbasis persentase dari hasil survei dengan analisis kualitatif matriks pemilahan desain (sorting matrix analysis). Hasil perancangan menunjukkan bahwa pilar sistem berhasil mewujudkan mekanik permainan dinamis melalui 19 kepingan pulau modular heksagonal yang memberikan keadilan arah (equidistant). Pada pilar fungsi, dimensi kepingan dikunci pada ukuran 6 x 6 cm dan total bentang area papan sepanjang 30 cm, yang terbukti secara empiris berada di dalam batas aman Zona Jangkauan Primer duduk manusia berdasarkan antropometri masyarakat Indonesia (maksimal 43,2 cm) sehingga ergonomis dan mereduksi kelelahan fisik. Pada pilar estetika, visual dikembangkan menggunakan gaya ilustrasi fantasi semirealis (high-fidelity) dengan integrasi detail ornamen Nusantara serta efek pendaran cahaya pada karakter Agni, Baruna, Antaboga, dan Garuda. Hasil survei mengonfirmasi bahwa pendekatan visual baru ini sukses menjadi simbol identitas budaya yang imersif dan meningkatkan ikatan emosional pemain. Kesimpulan dari perancangan ini adalah bahwa board game "Elementalist" terbukti valid secara teoretis, ergonomis, dan visual sebagai media interaksi sosial nyata yang adaptif, serta berkontribusi langsung terhadap capaian global Sustainable Development Goals (SDGs) target 3. Implikasi edukasi masa depan dari perancangan ini adalah mewujudkan instrumen pembelajaran budaya kontemporer yang interaktif bagi generasi muda, sekaligus menjadi model pengembangan media edukasi berbasis gamifikasi dan taktil untuk melestarikan warisan tradisi di ruang-ruang pendidikan formal maupun komunitas. Kata Kunci : Board game, Sistem Modular, Mitologi Nusantara, Interaksi Simbolik.
| Item Type: | Thesis (S1) |
|---|---|
| NIM/NIDN Creators: | 41922010006 |
| Uncontrolled Keywords: | Board game, Sistem Modular, Mitologi Nusantara, Interaksi Simbolik. |
| Subjects: | 300 Social Science/Ilmu-ilmu Sosial > 390 Customs of People/Adat Istiadat dan Kebiasaan Masyarakat Berdasarkan Status Ekonomi dan Kelas Sosial > 398 Folklore/Cerita Rakyat > 398.2 Folk Literature, Fairy Tales, Myth, Mythology/Cerita Rakyat, Dongeng, Mitos, Mitologi 700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 793 Indoor Game and Amusements/Permainan dalam Ruangan, Hiburan dalam Ruangan > 793.9 Other Indoor Diversions/Hiburan dalam Ruangan Lainnya > 793.96 String Games/Game String |
| Divisions: | Fakultas Desain dan Seni Kreatif > Desain Produk |
| Depositing User: | khalimah |
| Date Deposited: | 15 Sep 2026 02:13 |
| Last Modified: | 15 Sep 2026 02:13 |
| URI: | http://repository.mercubuana.ac.id/id/eprint/103877 |
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