Nugraha, Arrafie Smart Satya (2025) Narrative Game Design In Increasing Self-Awareness Of Drug Abuse In Adolscent Adults Aged 15-21 Years. Undergraduate thesis, UPN Veteran Jawa Timur.
![]() |
Text (COVER)
21052010069-cover.pdf Download (2MB) |
![]() |
Text (BAB I)
21052010069-bab I.pdf Download (203kB) |
![]() |
Text (BAB II)
21052010069-bab II.pdf Restricted to Repository staff only until 19 September 2027. Download (1MB) | Request a copy |
![]() |
Text (BAB III)
21052010069-bab III.pdf Restricted to Repository staff only until 19 September 2027. Download (549kB) | Request a copy |
![]() |
Text (BAB IV)
21052010069-bab IV.pdf Restricted to Repository staff only until 19 September 2027. Download (4MB) | Request a copy |
![]() |
Text (BAB V)
21052010069-bab V.pdf Download (116kB) |
![]() |
Text (DAFTAR PUSTAKA)
21052010069-daftarpustaka.pdf Download (165kB) |
![]() |
Text (LAMPIRAN)
21052010069-lampiran.pdf Restricted to Repository staff only Download (1MB) | Request a copy |
Abstract
Narcotics, Psychotropics, and Other Addictive Substances, commonly known as Narkoba, are drugs or chemicals that can be used as a treatment in certain cases. However, if misused, they can lead to dependency, addiction, and social disruption. According to the 2023 report, the prevalence of drug abuse in the 15-24 age group has not decreased, raising the urgency of this issue. Gaming is currently a popular hobby among teenagers. Advances in technology have made the devices needed for gaming increasingly affordable and accessible, especially for Gen Z. Furthermore, among the various games currently on the market, movements aimed at addressing specific issues are often found in games, for example, Western culture's efforts to promote diversity issues. Therefore, the potential of games to convey a specific agenda needs to be harnessed. This design will address the issue of drug abuse in an effort to raise adolescent awareness of the dangers of drugs. This design uses qualitative and quantitative methods. The results of expert interviews and questionnaires, along with relevant journal and book literature, were then analyzed descriptively to produce a data synthesis. The game design results were then developed through keyword development as a design reference for the overall story, character design, background design, asset production, and all game components. Through the design of the game "Ilusi Atramenta," distributed on the itch.io platform, it is hoped that it will raise adolescent awareness of the drug abuse that is unknowingly prevalent in their environment through a fun and enjoyable game medium. Keywords : Drug Abuse, Self-Awareness, Narrative Games
Item Type: | Thesis (Undergraduate) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Contributors: |
|
||||||||||||
Subjects: | N Fine Arts > N Visual arts | ||||||||||||
Divisions: | Faculty of Architecture and Design > Departement of Visual Communication Design | ||||||||||||
Depositing User: | Arrafie Nugraha | ||||||||||||
Date Deposited: | 19 Sep 2025 09:06 | ||||||||||||
Last Modified: | 19 Sep 2025 09:06 | ||||||||||||
URI: | https://repository.upnjatim.ac.id/id/eprint/44205 |
Actions (login required)
![]() |
View Item |