Obus: A Two-Dimensional (2D) Game Preserving Bidayuh Folklore and Symbolism

Authors

  • Nurfauza Jali Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia
  • Suriati Khartini Jali Institute for Tourism Research and Innovation, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia
  • Abby Lian Hendrick Institute for Tourism Research and Innovation, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia
  • Mohamad Imran Bandan Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia
  • Lim Phei Chin Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia
  • Aliffazraie Jali Faculty of Applied and Creative Arts, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia
  • Sarni Suhaila Rahim Faculty of information & Communication Technology, Universiti Teknikal Malaysia Melaka, 76100, Durian Tunggal, Melaka, Malaysia
  • Sylvester Arnab Research Centre in Postdigital Cultures, Coventry University, Gosford St, Frederic Lanchester Building, CV1 5DD Coventry, United Kingdom

DOI:

https://doi.org/10.37934/araset.55.1.291305

Keywords:

computer animation, game-based learning, cultural heritage, folklore, symbolism, Bidayuh culture

Abstract

Digital games have the potential to preserve cultural heritage, including the fading traditions of Bidayuh folklore and symbolism. This project aims to develop a 2D game that digitally adapts Bidayuh traditions, providing a modernised way to transmit this cultural knowledge. A 2D HTML game prototype titled Obus was designed and developed. The prototype was hosted on Itch.io for online testing and a separate executable file was distributed for offline testing. Distributed questionnaires consisted of open-ended and close-ended questions based on the Technology Acceptance Model (TAM). Responses were collected online and using non-probability sampling techniques. The study involved 33 participants across Malaysia, and their feedback was analysed to determine the feasibility of using game-based learning for cultural preservation. Perceived usefulness achieved a Cronbach’s alpha value of 0.74012 while perceived ease of use scored 0.54606. Overall, the System Usability Scale (SUS) results were encouraging (mean=72.27, SD=12.54, n=33), suggesting that the implementation of digital games was perceived as useful and usable. The findings indicated its potential as an engaging and educational tool for preserving Bidayuh heritage while needing to focus on ease of use.

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Author Biographies

Nurfauza Jali, Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia

jnurfauza@unimas.my

Suriati Khartini Jali, Institute for Tourism Research and Innovation, Universiti Malaysia Sarawak, 94300 Kota Samarahan, Sarawak, Malaysia

jskhartini@unimas.my

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Published

2024-10-07

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