Main Article Content
The purpose of this research study is to get data of user experience towards mobile game design and the transformation of its interface due to translated language. Most of popular mobile games came from China with their local language and writing system. Chinese alphabetic is appropriate for vertical or horizontal orientation, but English and Indonesian alphabetic are not appropriate with vertical orientation. Ragnarok M: Eternal Love with MMORPG’s genre is the game sample model, originally from China server and now this game is translated into several languages such as English and Bahasa Indonesia. Ragnarok M: Eternal Love’s game developer used a unique method with combined icon and text in order to solve layout’s problem that they encounter when converted in to several languages. We conduct the experiment within 2 period of time, based on 25 participants (gamer), all participants tried user interface from a game model sample. The result confirmed that the display of the UI (user interface) used by the developer team of Ragnarok M: Eternal Love, had demonstrated a good solution in developing a user interface for mobile game, when confronted by fixed layout and forced to adapt to various different language, but it still need some adjustment time to fully understand the function of every button.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
The author(s) assign to JGGAG licence to use this document for personal use and in courses of instruction provided that the article is used in full and this copyright statement is reproduced. The authors also grant a non-exclusive licence to JGGAG to publish this document in full on the World Wide Web within the JGGAG website. Any other usage is prohibited without the express permission of the author(s).
M. B. Wiryawan, “User Experience (UX) sebagai bagian dari pemikiran desain dalam pendidikan tinggi desain komunikasi visual," Humaniora, vol. 2, no. 2, pp. 1158-1166, 2011.
J. Smith and S. . Esq., “eSports Betting The Past and Future," SCCG Manag., no. September, pp. 1–40, 2017.
W. Feng, D. Brandt, and E. V. E. Online, “A Long-Term Study of a Popular MMORPG,” NetGames 2007, vol. 1, no. March 2004, pp. 19–24, 2007.
“Ragnarok RO - Heart Network,” 2018. [Online]. Available: https://ro.xd.com/. [Accessed: 08-Nov-2018].
A. Zpalanzani and H. Ahmad, “Ragnarok Online, Reality of Virtual Phenomenon,” Fsrd.Itb.Ac.Id, 2009.
T. Debeauvais and B. Nardi, “A qualitative study of Ragnarök Online private servers : In-game sociological issues,” Environment, pp. 48–55, 2010.
“ROM Producer Interview (English) - YouTube,” 2018. [Online]. Available: https://www.youtube.com/watch?v=Q6WXPMUv-Io. [Accessed: 08-Nov-2018].
K. Svartberg, I. Tapper, H. Temrin, T. Radesater, and S. Thorman, “Robust Vertical Text Layout,” Anim. Behav., vol. 69, no. 2, pp. 283–291, 2005.
D. Yu, “Comparing reading speed for horizontal and vertical English text,” J. Vis., vol. 10, no. 2, pp. 1–17, 2010.
M. D. Byrne, “Reading Vertical Text: Rotated vs. marquee,” Proc. Hum. Factors Ergon. Soc. Annu. Meet., vol. 46, no. 17, pp. 1633–1635, 2002.
R. Yan, “Icon design study in computer interface,” Procedia Eng., vol. 15, pp. 3134–3138, 2011.
Y. Y. Choong and G. Salvendy, “Design of icons for use by Chinese in mainland China,” Interact. Comput., vol. 9, no. 4, pp. 417–430, 1998.