TAMAGO: Full Game Art Gameful System for Animation Thesis Supervision

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Troy
Ginanjar Setyo Nugroho
Samuel Gandang Gunanto

Abstract

Final project supervision platforms in higher education typically adopt administrative interfaces that may underserve students in creative disciplines whose projects unfold as months-long narrative journeys. This paper presents TAMAGO (Tugas Akhir Mahasiswa GO!), a gameful supervision system built around full game art aesthetics, visual novel dialogue, and an egg-hatching metaphor tied to animation production pipeline stages. A formative single-case evaluation was conducted with seventeen undergraduate animation students at a state arts institute in Indonesia. Each session ran 60 to 75 minutes and included approximately twelve minutes of prototype interaction across five task scenarios, followed by four quantitative measures (System Usability Scale, a twenty-seven-item gameful experience inventory, short User Experience Questionnaire, and a domain-specific aesthetic experience and metaphor scale) and a semi-structured interview analyzed thematically. TAMAGO achieved a mean usability score of 74.4 (Good), hedonic quality of 2.65 and pragmatic quality of 2.06 (both Excellent), aesthetic experience of 6.33 and metaphor perception of 6.27 on seven-point scales, and intention to use of 6.00. Aesthetic experience showed a strong association with intention to use in this sample. Because these domain-specific aesthetic and metaphor items were adapted rather than validated through confirmatory factor analysis, and because scores clustered near the top of the scale, their discriminant validity from hedonic quality remains uncertain, and the associations are best read as exploratory rather than as stable effect sizes. Three themes emerged from interviews: the egg metaphor was read as an experiential mirror, full game art functioned as affective counterweight to standard campus software, and animation students engaged with the system as craft critics. This work is positioned as a design case with exploratory empirical grounding, illustrating that full game art can achieve acceptable usability alongside rich aesthetic design within one educational supervision context.

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How to Cite
Troy, Nugroho, G. S., & Gunanto, S. G. (2026). TAMAGO: Full Game Art Gameful System for Animation Thesis Supervision . Journal of Games, Game Art, and Gamification, 11(2), 28–37. https://doi.org/10.21512/jggag.v11i2.15765
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