Judul: Pengukuran Engagement pada Permainan Orbital-X, Permainan Pertahanan Menara Sirkular
Abstrak: Jenis permainan pertahanan menara (tower defense) adalah sebuah gaya permainan yang memiliki tantangan tersendiri untuk menyusun sebuah strategi melawan musuh dengan menempatkan menara pertahanan yang tepat. Permainan dalam tugas akhir ini adalah permainan pertahanan menara yang memiliki konsep berbeda, yaitu dengan menaruh menara pertahanan di posisi tengah dan menara lainnya berputar sirkula. Sebelum permainan disebarkan, dibuat 2 buah kuesioner, yaitu kuesioner pra-permainan dan pasca permainan untuk mengukur engagement pemain. Kuesioner pra-permainan diberikan kepada 5 orang. Kemudian, mereka diberi waktu untuk memainkan Orbital-X selama satu minggu. Setelah itu, kelima responden diberikan kuesioner pasca permainan untuk mengukur engagement ketika bermain. Hasil pengukuran engagement pada aspek immersion, pemain sangat setuju dengan pertanyaan “Saya dapat dengan mudah menggunakan kontrol Orbital-X dan saya dapat menguasainya dengan cepat” dan pemain sangat tidak setuju dengan pertanyaan “Interaksi yang terjadi dalam dunia game yang saya mainkan sama halnya seperti saya berinteraksi di dunia nyata”.
Keyword: Engagement, Gameplay, Immersion, Permainan, Pertahanan Menara

Judul: Player Engagement Observation of Daily  Mission Feature for Implementation in Aquaculture Simulation Game using Diary  Study
Abstrak: Video game merupakan industri yang sangat besar dan memiliki nilai pasar yang masif. Motivasi bermain dapat berasal dari kemampuan pemain untuk mempengaruhi lingkungan pada game tersebut. Penelitian sebelumnya juga menunjukkan bahwa mekanisme reward adalah salah satu faktor terbesar dalam mempertahankan retensi secara umum. Misi harian merupakan fitur yang umum diimplementasikan dalam Free-to-play Online Mobile Game. Fitur ini bekerja dengan memberikan tugas yang dapat diselesaikan dan diperbarui tiap hari, memberikan insentif agar pemain dapat kembali dan bermain setiap hari. Akan tetapi, desain misi harian yang kurang matang dapat memberikan kesan membosankan atau membuat pemain menjadi frustasi. Penelitian ini menjelajahi implementasi misi harian dalam tiga game berbeda pada beberapa arketipe pemain yang berbeda. Dilakukan observasi diary study selama dua pekan yang dilanjutkan dengan survei Game Experience Questionnaire (GEQ) dan wawancara untuk mempelajari perilaku dan pengalaman pemain. Hasil indikatif menunjukkan permainan kesukaan tiap arketipe pemain. Beberapa implikasi dan saran untuk perancangan fitur misi harian didapatkan berdasarkan analisis dari transkrip wawancara, penilaian GEQ, beserta isi player diary., Video game industry is very massive in both size and market value. Motivation for play may come from the player’s ability to influence the game’s landscape. Previous studies also found that reward mechanisms are one of the biggest factors for keeping retention in general. Daily mission is a common feature in Free-to-play Online Mobile Game. This feature works by setting tasks that refresh on a daily interval and offer incentive for players to come back and play on a daily basis. But half-baked implementation could potentially make the game mundane and even frustrate players. This study aims to explore the implementation of three different games in several different player archetypes. Two weeks of observation period, followed by an interview and Game Experience Questionnaire (GEQ) will be conducted to learn players behaviour and experiences. Results indicatively points to each player archetype's favourite game. Some general design implications and suggestions are gathered from interview transcripts, GEQ score, and player diary contents.
Keyword: daily mission, diary studies, game experience, retention

Judul: Phylogeography and Species Limits in the Papuan White Snake (Micropechis ikaheka) (Reptilia: Serpentes: Elapidae)
Abstrak: Papua white snake, Micropechis ikaheka, has been distingushed into two subspecies M.i. ikaheka and M.i. fasciatus. However, due to lack of data on their morphology, distribution and ecology, both subspecies often ignored in scintific discussions and refers only byas , Micropechis ikaheka. This study was designed to document the differences between M.i. ikaheka and M.i fasciatus by using scales characteristics and reproductive organ or hemipenes. The study also examine, zoogeography, habitat, diet and cannibalism of both subspecies to better understanding the the ecology of one of the most venomous snakes in the world. This study consists of three topics with method and also different in the size samples, respectively. The first study is the histology and microtopography of the skin were studied using paraffin method and Scanning Electron Microscope (SEM). The second is the hemipenis were examined by following Myers and Cadle (2003), and Zaher and Prudente (2003). The third is the abdominal surgery was carried out to document diet type and the investigate phenomenon of cannibalism in the snake. Specimens for this study came from the collection from Museum Zoologicum Bogoriense (MZB) and Universitas Negeri Papua’s Laboratory (LZU). The research result also indicated that the markers of skin and hemipenis described the same structure and microornamentation in all M. ikaheka groups being compared. Based specimens examined morphological descriptions do not s support the further differentiation in Micropechis. In short, two markers that used in this study could not sufficiently indicate the differences in the level of species and subspecies of M. ikaheka. The study, however, were able to delineate zoogeography and skin color patterns, which fall into four groups: M. i. ikaheka; M. i. fasciatus. M. i. ssp. “intermediate”; and M. i. ssp “black”. This study also revealed that color variations did not overlap in their geographic distribution. It is therefore, it suggested that environmental factors may contribute to the skin color variations. It also assumed that habitat discontinuous and biogeography factors may also cause the loss of the connection between the original populations (vicarians) or follow colonization events (dispersal). The examined of 22 stomach contents of M. ikaheka shows this species is carnivorous, and prey on vertebrates such as amphibians, fish, reptiles, and Mammals. These snakes are opportunistic predators since they prey on all that can be captured, but mainly reptiles (61.5%), followed by mammals and fish (both 15.4%), and amphibians (7.7%). Although categorized as terrestrial animal, the diet study showed that M. ikaheka snakes often go into the water to hunt for fish (the sample from Yapen island), including eel (the sample from Aru island). Based on prey items indentified, there is evidence that M. ikaheka is cannibal. At this time, there still no record on reason for cannibalism, but it is assumed that cannibalism was due to competition between populations and means to control population.
Keyword: geographic variation, white snake, papua