Mobile Game “Color in Life” Development for Dichromatism Color Blind

Main Article Content

Ivan Reinaldo
Boy Nurttjahyo Moch


The purpose of this research was to escalate players’ knowledge on color blindness by designing an educational video game which design was oriented to dichromatism color blind. The topic selection was based on the lack of players’ deeper knowledge on color blindness. The graphic and gameplay selection on this research was adjusted to the chosen color blind category. Research methods were conducted by analysis, development, and evaluation. Analysis was done by questionnaire. Development was done by game design document, UML, storyboard, and was implemented using Unity. Evaluation on 35 players, which are 32 with normal eyes and 3 with color blindness, was done by two approaches, which are t-test and questionnaire. The result of t-test was t(34) = -7.704, p < 0.05 and Enjoyment score on CEGE is 0.763 for normal eyes and 0.651 for colorblind. To conclude, there was an improvement on knowledge from the video game and the design was enjoyable.


Plum Analytics

Article Details

Special Issues


K. J. Bowman, “A Mehod for Quantitative Scoring of the Farnsworth Panel D-15,” in Acta Ophtamalmologica, pp.907- 916, 1982.

A. J. Vingrys and P. E. King-Smith, “A Quantitative Scoring Technique For Panel Tests of Color Vision,” in Investigative Ophthalmology & Visual Science, pp. 50-63, 1988.

E. H. Calvillo-Gámez, “On the Core Elements of the Experience of Playing Video Games,” Doctoral dissertation, University College London, 2009.

E. Adams, Fundamentals of Game Design, Berkeley: Pearson, p.547, 2010.

J. Neitz and M. Neitz, “The genetics of normal and defective color vision,” in Vision Research, pp. 635-651, 2010.

G. D. Pintilie, “GLUBs: games for learning and understanding biology,” in Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology, pp. 119-126, 2010.

F. L. Salazar, T. Alexandrova, and T. Nakajima, “Visual Novels: A Methodology Guideline for Pervasive,” 8th International Conference, GPC 2013 and Colocated Workshops, pp. 234-243, 2013.

A. Chia, E. Y.-L. Do, H. B.-L. Duh, L.C. Nguyen, and Y. Wang, “DoDo game, a color vision deficiency screening test for young children,” in CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2289-2292, 2014.

D. Pautler, K. C. Fua, I. Farber, and S. Gupta, “MoCHA: Designing Games to Monitor Cognitive Health in Elders at Risk for Alzheimer's Disease,” in ACE '16 Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, Article No. 47, 2016.

D. Infenthaler and X. Ge, “Designing engaging educational games and assessing engagement in game-based learning,” in

R. Zheng and M. K. Gardner, Handbook of research on serious games for educational applications, pp. 255–272, 2017.

Information Solutions Group, "PopCap Games Mobile Gaming Research," Survey, 2012.

Iris Tech, “Statistics,” [Online]. Available: [Accessed 16 July 2018]

Rafi Letzter, “Here’s what it’s actually like to be colorblind,” [Online]. Available: like-colorblind-tetrachromat-2016-12/ [Accessed 16 July 2018]

Lund Research, “Dependent T-Test using SPSS Statistics,” [Online]. Available: tutorials/dependent-t-test-using-spss-statistics.php [Accessed 4 July 2018]