Advanced Interior Architeture Design I & II
M:ONTACT Gamifying World of Malaysia
by Wendy Jong Kai-Wen
Abstract Malaysia is a diverse country with a melting pot of miscellaneous cultures. Cultural villages and museum have been working on preserved and displayed many of these cultures. These cultural presentation and experiences attracted domestic and international tourist to visit Malaysia. In 1971, Malaysian government defining Malaysian Culture through the ‘National Culture Policy’ which the national culture must be basing around Malay culture and integrating Islamic influences (Jabatan Kebudayaan & Kesenian Negara, 2020). However, the concept is rejected during 1990s by Prime Minister Mahathir Mohamad introducing the ‘Bangsa Malaysia’ policy emphasising an inclusive national identity for all inhabitants of Malaysia instead of Malay identity for the state (Gabriel, 2015). The Federation of Malaya gained independence from British on 31 August 1957 and united with North Borneo (Sabah), Sarawak, and Singapore on 16 September 1963 to become Malaysia (UK Public General Acts, 2020). In 1965, Singapore was expelled from the federation (United Nations: Office of Legal Affairs, 2020). On the flip side, low knowledge about Malaysia Agreement 1963 was discover by Merdeka Centre where only 22% of Malaysian knew about Malaysia Agreement 1963 while 78% of them did not know. Almost 90% of the population of Malaysia were born after 1957 and most of them have no awareness of the challenges faced by their parents and grandparents (Lee, 2020).
The diversity of Malaysia makes Malaysian exposed to various culture on a daily basis. To overcome the wall of ignorance or the community barrier, it is an essential precondition for encouraging understanding and respect among each other. Superficial knowledge of others culture result in stereotypes, prejudices, and mistrust. Despite living together for decades, community in Malaysia lives in blissful ignorance of others culture. Creating a harmonious and unified country, it is very important to truly understand Malaysian culture and identity. Hence, promoting the culture of Malaysia must be guided by knowledge, not by assumptions. M:ONTACT aims to establish unity in diversity to reflect Malaysia’s multi-cultural realities and increase the level of patriotism among youth. Encapsulated the states culture and beauty to all Malaysian thru gaming. The gamification of Malaysia into the space is not just showcases the Malaysian culture directly but promoting spatial experience engaging the Malaysian culture. It hopes to give a deeper understanding of the multi-cultural society and strengthening the dynamic relations of Malaysian.
CHAPTER ONE
Introduction The year 2020 marks 62 years of significant and meaningful celebration of Merdeka Day for Malaysians. It salutes to the country’s struggle to gain independence from the British and the historic proclamation of Tunku Abdul Rahman on 31 August 1957. Since independence, the Merdeka Day Parade has been usually held at Dataran Merdeka in Kuala Lumpur in commemoration of it was the first location where the Malayan flag was raised after the British Union Jack was lowered (New Straits Times, 2020). Lately, the celebration has been held in Putrajaya after it became the administrative capital of government in 2003. These celebrations reflect the spirit of patriotism among Malaysians. However, youth prefer to relax and seek entertainment instead of spending time to participate in the National Day programmes, says Veteran Affairs Department (JHEV) director-general Major General Datuk Dzulkarnian Ahmad in conjunction with the National Month and Malaysia Day 2020 celebration. According to Department of Statistics Malaysia (DOSM), younger generation aged 15 to 24 years old in Malaysia comprises of 16.8% of the total population and is the major age group compared to children and elderly. Most of the young Malaysians struggle to learn history from textbooks and rarely visit the museums to learn more about the country. Based on the Jabatan Muzium Malaysia (JMM) Annual report, a total of 2,782,578 visitors visited the museums of Malaysia in 2019 and only 8% are students. Patriotism comes in multiple way and not just in the conventional way of flying the Jalur Gemilang. Youth are more opened, and they have their own approach in expressing their feelings of patriotism. Younger generation often choosing to reach for technology such as social media accounts and channels instead of physical activities. Hence, various platform to nurture patriotism among youth were needed to promote to the public.
Research Background As the world changes, the way we learn and experience the world also changes. The trend of gamification is very useful tool in the interaction between people and helps to connect people with the world better.
WHAT IS GAMIFICATION? Gamification is a technique using the game elements and principles in other contexts to increase user experience, engagement and enjoyment. It is also a set of activities or programming design to solve problems. The idea of gamification was coined by Nick Pelling in the year 2003 but this term gained attraction around 2011 in the mainstream vernacular when mobile devices, wireless technology, massive data, and cloud computing technology became affordable and a norm to human life (Post, 2014).
IMPACT OF GAMIFICATION TREND The trend of gamification is not new and has been approaching maturity. The availability and usage of gamification across government, corporate and education sectors are helping the development of gamification to unprecedented level. The analyst forecast of the gamification market to develop at a CAGR of 66.22 percent during the period of 2016 to 2020 was stated by the Global Education Gamification Market (2016). Application of gamification vary from academics and training to medication, self-management, employee involvement, public participation, and company branding marketing (Seaborn & Fels, 2015). The practice of gamification is a very well-established segment today.
GAMIFICATION IN MALAYSIA Malaysia are now recognizing the value of gamification brings in country development. The benefits and usefulness from the principles of gamification applied in education, corporate growth and business had been an attention grabber. A pioneer in carrying out research on this aspect of learning is the Malaysian Multimedia Development Corporation or the Malaysian Digital Economy Corporation (MDeC). MDeC promotes the use of gamification platforms among various organizations in Malaysia to manage their business, develop their culture and enhance their brand name. The COO of MDeC, Ng Wan Peng, claims that gamification in Malaysia is still in its early stage of applying gamification into the company. However, she states that there are opportunities of gamification will grow rapidly in future as there are more and more organization are willing to tap into and reap benefits from game mechanic. (Gameka, 2017) According to the reports of Global Competitiveness Report for 2018, among the most competitive economies, the Malaysian economy is ranked 25th in the world. Gamification is recognised as one of the Malaysia’s significant tools for corporate growth that has been at an all-time high with competition scaling up. Various gamification platform and opportunities are now being explored with the efforts from organizations like MDeC in the past ten years. It is clearly seen that the benefits of gamified platforms to grow business, boost sales, encourage brand loyalty, launch new products, recruitment, and training of new employees. For examples, the well-known examples of gamification in Malaysia include the success of Lazada as an e-commerce organization based in Malaysia. Through the usage of gamification in increasing sales, it is considered the South East Asia’s top-most shopping and selling destination. The easy access to various promotional schemes in their app and attractive rewards in terms of deals and discounts increase the repeated use of the app. Other similar leading gamification success include Gamuda, Nettium and Terato Tech are proof of the effectiveness of the technique. Although gamification in Malaysia is still in a developing stage, corporate and government organizations in Malaysia have taken multiple initiatives to include gamification. The future of gamification in Malaysia has enormous potential to create a big wave in the country.
GAMES???? Many people confuse games and gamification, but Brian Burke, research vice president at Gartner and author of Gamify said that they are two fundamentally different things. Games are designed to entertain while gamification focuses on encourage people to engage in innovation and achieve the goals. Games are interaction between user and the designed system through simulation. The concept of game by the author of The Gamification Revolution, Zichermann (2004) is defined as players engagement in artificial conflict, determined by rules that results in a quantifiable output. Gamification is commonly described in relation to games as the application of game mechanics to make challenging tasks more palatable in non-game contexts. Gamification enlarge our desires for achievement and competition to increase engagement with the tasks. The video game inspired funology and other playful element bring fantastic into reality. “Gamefulness, gameful interaction, and gameful design” as suggested by Deterding et al. (2011) refers to the practice of creating a lived and gameful experience. However, gamified structure design are not necessarily always game-like, they are meant to take advantage of human psychology as games do (Seaborn & Fels, 2015). Many worry that when the environment is saturated by gamification, the addictive game mechanic may be used to control or abuse individuals. However, Zichermann claims there is a great deal of potential and ability to make the world more enjoyable (The Guardian, 2014).
WHY GAMIFICATION???? Almost anything goes when it comes with game because it makes use of the fun element to encourage people to participate and take new challenge while enjoying the process. Why people never get tired of game? Video games today heavily involved sophisticated psychology and neurochemistry to determine the motivation of players and design to keep them coming back for more (Post, 2014). The theory behind gamification which create intrinsic motivation drive user behaviour change. Nintendo Games’ principles that used to increase the usability and enjoyment of games and applications could comprised a collection of game theory (Tamakami, 2012).
ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR A few kids have been caught refusing to stand up when the national anthem, Negaraku ERROR ERROR ERROR ERROR ERROR ERROR is played ERROR in cinemas. ERROR This incident ERROR clearly shows the low spirit of patriotism and national pride among the younger generation. (2015) stated the biggest issue ERROR ERROR ERROR ERROR ERRORBandu ERROR ERROR ERROR ERROR and problem to practice patriotism in Malaysia is the declining level of patriotism ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR among the young generation. ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR LESS INTERACTIVE LEARNING PROCESS ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR Malaysia’sERROR education system does aERROR lot of effortERROR to unite andERROR patriotic theERROR people ERROR ERROR ERROR ERROR of the country. History as a compulsory subject at the Malaysia’s secondary school ERROR ERROR ERROR ERROR ERROR ERROR ERRORmodule ERROR ERROR level while Mata Pelajaran Umum (MPU) Component 1 is a compulsory in the higherERROR education institutions. objectivesERROR in this national educationERROR system ERROR ERROR ERRORBoth ERROR ERROR ERROR are to broadening knowledge about Malaysia and cultivate the spirit of patriotism ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR in students through the appreciation of local history, understanding the values of unity for multicultural and strengthening their Malaysians identity (Nair and ERROR ERROR ERROR society, ERROR ERROR ERROR ERROR ERROR ERROR Sinasamy, 2017). But why students are still found to be lacking patriotism? ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR AccordingERROR to Azwan Ahmad et al. (2005), in Malaysia, HistoryERROR is always seen as a ERROR ERROR ERROR ERROR ERROR ERROR ERROR boring and dull subject. The dull and dry phase of learning History that makes it an ERROR ERROR ERROR ERRORsubject ERROR ERROR ERROR ERROR ERROR incomprehensive and monotonous is a result of the way students study the subject byERROR only memorising everything from textbooks (Chong and Yeo, 2016).ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR Besides, the traditionalERROR methods of ERROR history teaching make most student get bored learning history and reduced their ERROR curiosity. Most of the younger generation has ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR always ignored the importance of learning history. The prejudged ideas of learning ERROR ERROR ERROR ERROR ERROR ERROR ERROR history have no commercial value frustrate and ERROR demotivate student on theERROR road of studying history. ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR
Research Issue
THE LACK OF PATRIOTISM IN MALAYSIA AMONG YOUTH
ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR NEGATIVE ATTITUDES ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR Nowadays, younger generation very individualistic andERROR self-determining. This ERROR ERROR ERROR ERROR ERRORareERROR ERROR ERROR negative attitude may lead Malaysians to be selfish and self-centred. The majority of ERROR ERROR ERROR ERROR ERROR ERROR ERROR Malaysian youth wereERROR not paying much attention with country’s issues and still not ERROR aware ofERROR what is happening today.ERROR Johor Menteri Besar DatukERROR Seri Mohamed Khaled ERROR ERROR ERROR ERROR ERROR ERROR Nordin is worried about the perception of younger generation that the problems faced ERROR ERROR ERROR ERROR ERROR(TheERROR by the country was not their responsibility Star, 2014).ERROR The lack of ERROR patriotism ERROR among Malaysian youth can also beERROR proven by the situation where it is normal to see ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR the negative attitudes such as vandalism, and impolite response happening every day ERROR ERROR ERROR ERROR ERROR ERROR ERROR and everywhere in Malaysia. Education and career competition in urbanERROR cities are ERROR said to be among theERROR reasons of the rise of individualism Malaysia that leads to ERROR ERROR ERROR ERROR ERROR ERRORinERROR ERROR selfishness. (Chong, Bik, Lim, & Chen, 2011) ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR YOUTH CULTURE ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR Media bemoaning younger generation not appreciate the struggles and ERROR ERROR ERROR ERRORhowERROR ERRORdoERROR ERROR ERROR sacrifices of nation building. All these ‘unpatriotic’, ‘did not know history’, and ERROR ERROR ERROR ERROR ERROR ERROR ‘ungrateful’ label on youth saying ERROR the meaning ERROR of Merdeka is lost. The concept of ERROR patriotism always linked to the flags, the songs, and the logos. ERROR During national month, ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR community are bombarded with flying Jalur Gemilang, patriotic songs, Merdeka ERROR ERROR ERROR ERROR ERROR ERROR parade, and speechesERROR to instil patriotism. The lack of involvement of youthERROR in these ERROR community are said toERROR relate a low ERROR level of patriotism. ERROR ERROR ERROR ERROR ERROR ERROR ERROR Does that mean that youth have no love for the country? The meaning of ‘patriotism’ ERROR ERROR ERROR ERROR ERROR ERRORlove. ERROR might need to re-interpret to captures younger generation’s Youth haveERROR their own ERROR approachERROR in declare their love for this country. Fundamental principle of patriotism ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR remains important, but they are expressing their love in non-conventional ways ERROR ERROR ERROR ERROR ERROR ERROR for a better Malaysia.ERROR Hence, youthERROR culture should be including in the definition of ERROR ‘patriotism’. ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR
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Scope of Research GAME MECHANICS
BADGES
LEVELS
VIRTUAL CURRENCY
LEADERBOARDS
AWARD GIFT
PROGRESS BAR
COMPETITIVE CHALLENGE
Common elements such as points, badges, and leader boards are very common in most games. These elements visualising progress made and function as insightful feedback that instils a sense of user motivation. For a better experience and engagement development, there are several concepts of gamification to consider. A good and creative narrative is the first impressive point to tap a player’s natural instincts. Storyline should be enriched with well-planned and engaging challenges to ensure the player stay for the next level in game. Hence, game levels must be planned properly that’s not too easy to finish or too hard to complete which demotivate the player. Motivation such as rewards and badges create a sense of achievement and encouragement. Effective motivational drivers can create the design to learn and grow. The first step in ensuring that the learners get an outstanding experience throughout the process is fascinating game design. An effectively conceptualised game design involves the learners’ behavioural habits, designing the learner’s journeys, developing several task completions paths, introducing growing levels of difficulty that advance learning, and keeping the learners looking forward to the reward.
RAISING CURIOSITY TOWARDS MALAYSIAN CULTURE THROUGH
GAMIFICATION
The potential of gamification to effectively influence user behaviour in achieving goal is proven. Playful spaces are created to inspire curiosity towards Malaysian culture, they should be designed to be experience off-site and do not conflict with the information delivery. Gamification nudge people towards the goal and peak their curiosity to encourage people explore themselves. Upon solving the mystery, they will get a sense of achievement for finding interesting things. Museum is always defined as a culture education place for public. However, the new challenge for museums in this modern era is the issue of restoring the connection between youth and culture. One of the ways to provide enjoyment and attract youth to visit is enlighten a curiosity about cultural heritage and let them rediscover it. To activate the curiosity is through an intrinsic motivational comes from the fun of doing something regardless of its gamified look. A good game is a machine that generates stories when people play it (Schell. 2008). Cultural places should act as storyteller in communicative culture toward the public. Generation of curiosity toward Malaysian culture through gamification should be approaches to increase the engagement of Malaysian with its culture. The importance of storytelling in delivering the cultural information increasing the general curiosity of youth towards culture. However, interactive game or playful game is not enough: youth should involve in choice making that create impact the story thus evoking a sense of achievement. These challenge the traditional way of narrative description on the culture that they are too used to. Customised gamify space is the most relevant in supporting the engagement and collaborative narratives among youth. Instead of making serious game which designed with a strong purpose of learning than entertainment, gamification should focus on the well-integrated with task and user experience. Making entertainment as the main objective of gamification could stimulate higher level of curiosity towards cultural contents. The impact of these particular game mechanics from gaming industry to explore the potential of design strategy in gamifying space.
Theoretical Hypothesis If gamification of Malaysia is created for youth to experience their own nation in a space as a player/ gamer, it may spark their curiosity and interest through the game mechanic implemented in learning strategy of Malaysia from different perspective in interior space.
Research Question? How can interior spaces in relation to Malaysian culture affects an individual’s behaviour towards having a higher level of patriotism?
How does gamification help promote patriotism in interior spaces?
How are gaming mechanics applied in interior spaces to spark patriotism among Malaysian youth?
Significance of Research The objective of the research is to spark patriotism among Malaysian youth. This research support gamification as an effective method to enhance youth’s interest and understanding of Malaysia which will eventually increase the level of patriotism. This research also aims to promote enjoyable ways of uniting youth by integrating their knowledge gap and patriotism. Overall, patriotism is an important element to unite the multicultural society of Malaysia. Youth as the future generation who will developing the country plays a big role to practice patriotism in Malaysia. Gamification brings exciting national discovery and inspiring activities closer to youth.
“WE ARE ALL MALAYSIAN. THIS IS THE BOND THAT UNITES US. LET US ALWAYS REMEMBER THAT UNITY IS OUR FUNDAMENTAL STRENGTH AS A PEOPLE AND AS A NATION. Tunku Abdul Rahman, Bapa Kemerdekaan (Father of Independence)
”
Limitation of Research The idea of gamification being used in the space is aimed to spark youth’s interest and regain patriotism. It is known that gaming mechanic are very useful in changing user behaviour that encourage the engagement in achieving the goal. Especially youth who related themselves a lot with the latest technology and internet connection are easier to manipulate through gamification than the traditional education. Youth tend to pay more attention and more excited to participate themselves when things are highly relevant to them. The gamified space creates another perspective on things that youth are easier to relate and helps youth to engage more with their country that they had ignored for so long time ago. A better way of cultivating patriotism is one must truly understand and experience their own country. Most youth perceived that using computers and the Internet raised their perception of their social status and support them in community initiatives (Valaitis, 2005). Gamification allow youth to explore and discover the new knowledge about Malaysia and make connections with things that they already know. The positive impact and influence of gamification could increase the participation of youth within the community. However, there are many cultures and races in Malaysia and each of them holds different viewpoint from their respective culture environment. The limitation of this research is this will not be fully resolving the racist and religions issues among Malaysian. Despite these barriers, by encouraging them to see themselves as a Malaysian instead of an individual may create a more unity and patriotic country.
Reference 1. Jabatan Muzium Malaysia (2019). Jabatan Muzium Malaysia Annual Reports 2019. Retrieved from http://www.jmm.gov.my/en/content/annual-reports 2. Jabatan Kebudayaan & Kesenian Negara (2020, September 29) National Culture Policy. Retrieved from http://www.jkkn.gov.my/en/national-culture-policy 3. Gabriel, S.P. (2015) The meaning of race in Malaysia: Colonial, post-colonial and possible new conjunctures. SAGE Journals, 15 (6), (782-809). Retrieved on September 2020, from https://doi. org/10.1177/1468796815570347 4. UK Public General Acts. (1957) Federation of Malaya Independence Act 1957. Legislation UK. Retrieved on September 2020, from https://www.legislation.gov.uk/ukpga/Eliz2/5-6/60/contents 5. United Nations: Office of Legal Affairs. (1963) Agreement relating to Malaysia. United Nations: Office of Legal Affairs, Treaty Collection. Retrieved on September 2020, from https://web.archive.org/ web/20110514204944/http://untreaty.un.org/unts/1_60000/21/36/00041791.pdf 6. Babulal, V. & Solhi, F. (2020) NST175: Celebrating Merdeka over the decades. New Straits Time. Retrieved on September 2020, from https://www.nst.com.my/news/nation/2020/08/616998/nst175celebrating-merdeka-over-decades 7. Provide suitable platforms to nurture patriotism among Malaysian youths – JHEV (2020) Bernama. https://www.bernama.com/en/region/news.php?id=1879646 8. Post, R. (2014) Game on: could gamification help business change behaviour? The Guardian. Retrieved on September 2020, from https://www.theguardian.com/sustainable-business/game-ongamification-business-change-behavior 9. Gameka. (2017) Gamification in Malaysia: A Potential Game Changer. Gameka. Retrieved on September 2020, from https://www.gameka.my/2017/12/13/gamification-in-malaysia-a-potentialgame-changer/ 10. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) From game design elements to gamefulness: defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, (9-15). Retrieved from https://doi.org/10.1145/2181037.2181040 11. Seaborn, K., & Fels, D. I. (2015) Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, (14-13). https://doi.org/10.1016/j.ijhcs.2014.09.006 12. Schwab, K. (2018) The Global Competitiveness Report 2018. World Economic Forum. Retrieved from https://www.gihub.org/resources/data/global-competitiveness-report-2018/ 13. Mohamed, A.S., Sulaiman, S.H., Othman, M.F., Yang, M.A., & Haron, H. (2011) Patriotism Dilemma Among Malaysian Youth: Between Strategy and Reality. International Journal of Business and Social Science, 2(16). http://ijbssnet.com/journal/index/632:vol-2-no-16-september-2011abstract25 14. Bandu, S. H., Ahmad, A., Awang, M. (2015) Patriotism: Issues and Challenge in Malaysia. International Conference on Current Issues in Education 2015. Retrieved from https://www.researchgate. net/publication/284282508_PATRIOTISM_ISSUES_AND_CHALLENGES_IN_MALAYSIA
15. Nair, S., Sinasamy, R. P. (2017) Patriotism among Secondary School Students and Its Relationship with their Interests towards Learning History. Asian Journal of Education and Training, 3(2), 110-117. https://doi.org/10.20448/journal.522.2017.32.110.117 16. Chong, C.H., & Yeo, K. J. (2016) Why Students Fail in History: A Minor Case Study in Malaysia and Solutions from Cognitive Psychology Perspective. Mediterranean Journal of Social Sciences, 7(1), https:// doi.org/10.5901/mjss.2016.v7n1p517 17. Azwan Ahmad, Abdul Ghani Abdullah, Mohammad Zohir Ahmad, & Abd. Rahman Hj. Abdul Aziz. (2005). Kesan efikasi kendiri guru sejarah terhadap amalan pengajaran berbantukan teknologi maklumat dan komunikasi (ICT). Jurnal Penyelidikan Pendidikan, 7, 15-24 18. Shah, M.F. (2014) ‘Love Your Country’. The Star, Community News. Retrieved from https://www. thestar.com.my/news/community/2014/08/19/love-your-country-mb-expresses-concern-that-spiritof-patriotism-lacking-among-youths 19. Blohm, I., & Leimerister, J. M. (2013) Gamification Design of IT-Based Enhancing Services for Motivational Support and Behavioural Change. Business & Information Systems Engineering, 5(4), 275278, https://doi.org/10.1007/s12599-013-0273-5 20. Schell, J. (2008) The Art of Game Design: A book of lenses. CRC Press. http://doi. org/10.1201/9780080919171 21. Origlia, A., Chiacchio, M. L., Mauro, D. D., & Cutugno, F. (2016) Why so serious? Raising curiosity for cultural heritage with playful games. Artificial Intelligence for Cultural Heritage. http://ceur-ws.org/ Vol-1772/paper3.pdf 22. Valaitis, R. K. (2005) Computers and the Internet: Tools for Youth Empowerment. Journal of Medical Internet Research, 7(5), https://doi.org/10.2196/jmir.7.5.e51
CHAPTER TWO
Project Background M:ONTACT PROPOSAL Patriotism comes in multiple ways and not just in the conventional way of flying the Jalur Gamilang. Hence, various platform to express feeling of patriotism should be provided for youth to approach. M:ONTACT is using the idea of gamification in the space to spark curiosity and patriotism among Malaysian youth. Malaysian culture is not just showcasing directly but the space is promoting spatial experience engaging and strengthening the dynamic relations of Malaysia. Game mechanics are very important to allow youth to explore and discover the knowledge related to Malaysia culture and history. The positive impact and influence of gamification could increase the participate of youth within the community.
DEFINITION Gamification refers to the use of game design elements and characteristic of game in non-game contexts (Deterding et al. 2011). Based on Seaborn and Fels (2015), gamification can present more effectively and larger effort through gamefullness design to optimized user experience, engagement, and enjoyment.
Theories Related Flow Theory Video games today heavily involved sophisticated psychology and neurochemistry to determine the motivation of players and design to keep them coming back for more (Post, 2014). The theory behind gamification which create intrinsic motivation drive user behaviour change.
What is flow state? The flow is an active mental state in which the person is fully involved in what he or she is doing. It is a state and a sense of an activity’s motivated attention, complete engagement, and performance in the process (Csikszentmihalyi, 1988). Flow is a psychological theory that adapt extensively in games to build tasks and challenges that are both engaging and matching to the skill level of players. This effort will allow player to be more involved and engaged with the game and maximise the user experience. Flow is a fundamental skill that all game developer should have a good grasp. As a concept it underpins many disciplines of game development to create an engaging experience.
Diagram above is the Csikszentmihalyi’s flow channel that shows the relationship between the challenges and player skills to create a goal-driven experience in games.
A progression through flow Flow theory present a challenge to the player and through the engagement they reach a flow state. Flow state defined an optimum experience that is encountered when a variety of factors are met and is characterized by high focus, engagement, motivation, and immersion (Pavlas, 2010). It is a state of hyper focus where awareness of self and surrounding fall away naturally. The player is completely enthralled with the game and they are not paying attention to anything else (David & Csikszentmihalyi, 1975). Once the player achieves a flow state, finding the right balance between challenge and player based on flow theory is to keep the player always stay inside the zone. Flow then clearly overlap with immersion in the sense of distorting time and providing challenge that involves a person in a task which requires concentration, a sense of challenge, control over the game and finally, emotional involvement and real world dissociation (Jennett et al. 2008).
Type of Flow: The Macroflow The macroflow adapts the complexity of task to the development and encouragement of player skills through the game (Thinkgamedesign, 2020). The purpose of macroflow is to maintain the player in between anxiety and boredom zone. If the game challenge is too easy for a high-skill player, they may fall into the boredom zone where the game will not be satisfying for them. On the other hand, if the game is too hard for player, they may fall in an anxiety state which they will quit for the challenge. Hence, the challenge should follow the player’s skills.
Consideration of player skill when giving a challenge to achieve Flow State This relationship between increasing player skill and increasing challenge can be seen from the mapping in the flow graph above. By aligning gameplay and challenge closer to player interest and skill will help an individual reach more optimised experience in game (Csikszentmihalyi, 1990). As a beginner to a game, player will have little or no skill to operate the game’s system. When the player plays more in the game, their skill will improve, and the level of challenge should follow. In the start of the game, beginner player should be given basic and easy challenge. When they become an expert in the game system, the challenges should be presented at a level equivalent or higher than their current skill for the player to be optimally engaged. When giving the player a challenge that is relevant to their skill set will located them in the flow channel which makes them become hyper focused on completing it.
Type of Flow: The Microflow The microflow is emotionally intense gameplay experience that lasts but can be replicated over time within a short period of time (Thinkgamedesign, 2020). Gameplay loop without microflow element could lead to a high chance of low user engagement in game. The microflow is a progression challenge of the entire game duration that adapted to the player’s skills. A microflow game session time should relate to the difficulty curve and set to a reasonable clearance time.
A)
Gameplay Rhythm To create the microflow effect for the player, a real define rhythmic pattern in player input is a very important aspect in related to a temp. The rhythm helps the player unconsciously to get into a series and mood of input generally. With the recorded pattern in players brain, it will make players feel good and even start dopamine secretion in player brains.
B)
The Virtuous Circle Effect Virtuous circle effect is a gameplay mechanic that will encourage and promote the player series of success. This will help the player to stay in the microflow. Along with the player succeeds, the challenge will become easier and player will stay in the rhythm flow. Tolerance of gameplay input increase the success rate in difficult levels and player get a series of success easily. This helps to maintain the player in the flow and keep him engaging. The perception of player being better than their expectation will hook player to keep playing.
C)
Positive Feedback and Reward Games should give more positive feedbacks when the player succeeds in specific action. Based on the player performance, although the games are repetitive but the reward system to the better performance will lead the player in the microflow. Yao (2010) indicated that the flow state could be achieve by clear and immediate feedback as a positive reinforcement to keep people maintain the flow state.
Tension Curve to Maintain in Flow State
Narrative tension giving chance to recover before raising the tension. By following the tension curve could make sure the player has a chance to recover from the intense moments before we throw them back into the challenge. We can adapt this idea to levels or to sections of a level. These lulls also present good times to teach the players new skills. You start with some easy levels, maybe a mechanic is introduced, you get a few levels where the play field is more tricky. Then you come across a hard level, then after it we go back to easy level and the process repeated.
Dynamic Difficulty Adjustment (DDA) This is a principle that drive the player back towards the flow state. They are usually applied to push the player out of anxiety zone or making the game harder to get the player out of boredom zone. It typically included monitoring the status of the player and making minor adjustment to assist them out when they really need it. These help the player in passing the level from failing too much in the same environment hazards. A good example of bringing the challenge up for players that are performing well. Mariokart will give better items to players further behind to help them get back into the race and will give worse items to players in first making being pack leader much more intense. These kinds of application of DDA mean that the game can adjust its difficulty on-the-fly as the player plays the game. This means that if the level balance that the developers designed the game with doesn’t fit the current player, well the game has some cards up its sleeve to try and keep them in the flow state. There’s an awesome talk by Independent games at Witch Beam about how they are layered in a lot of these kinds of techniques to help make an engaging experience for the player of Assault Android Cactus, regardless of their skill level.
INSTALL
DON’T INSTALL
Levelling System Levelling system is the most common technique used to keep player in flow state. For a labelled quest, a certain level of player should be attending games with their level. This places the player back in charge of the challenge and surfaces the complexity of the task they are doing. All of these are focused on giving the player an experience that is perfect matching for them.
INSTALL
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Easy to Understand or to Perceive Item presentation or player status presentation make them easy to understand their situation in game. Well-designed cohesive experience such as good signposting so the player doesn’t get lost will help keep the player in a flow state as they will focus on the task instead of running around trying to find where they’re going.
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Application of Theories towards Space Flow Theory in Interior Design
Flow Theory encourage a cohesive experience in environment to engage user into flow state. By applying Flow Theory’s element in interior design, the level of immersion in spaces could be increase.
Intro Space / Lobby An easy understanding of the overall space will be introduced for the player to get familiar with the operating system. A centre of all experiences is introduced to player which containing the playing fields and items that are using will help player interact better in game. The atmosphere is very important as it create the first impression and vision engagement of player with the spaces. Welcoming element and material selection in presenting the design concept will provide the ambience which increase the level of immersion. Sound or the background music and effect sound also play a big role in creating the ambience.
Challenge / Gaming Space When they go further, more challenges will be appeared along with the activity they involved with. Microflow implement game mechanics into space to create a rhythm pattern look. The repetitive engagement helps player to get inside the flow state easily. Reward is a supportive microflow element in gaming space as a positive feedback to keep player in flow state.
Breathing Space This is also a main point in flow theory to give the player a rest and recover from the previous activity before they enter further activity. This space gives a right balance between exhaustion and anxiety zone to maintain player in flow state. The aim of breathing space is to make the player does not feel the loss of time and being hooked inside the game.
Tension Space It presents a peak engagement where user is well prepared from the previous space to achieve the final level of the overall space designed.
How Flow Theory can impact the way of design Engaging a scientific study of flow into space is to observe how user are triggered by the self-motivated activities provided. The operational model of the cognitive mechanism that underlie autotelic behaviour is a useful tool in interior design (Steels, 2004).
Contextualized Space Contextualized space is to create an intentional cohesive yet identity-reflective architecture in response to a characteristic spirit of place and regional requirement (Kyeva, 2011). A meaningful and contextualized space serves a purpose to present the main concept or mission along all the space. Events in the space allowing player to get into gamified loop activities and stay in flow state.
Client LEVEL UP MY LEVEL UP MY is a one stop centre for Malaysian game industry. It provides information on the latest happenings in the Malaysian and Southeast Asian games industry. It is also a platform for all players in the games industry to connect to the industry and get into or collaborate with Southeast Asia games industry. Various programmes and activities such as masterclass workshops are running to skill up Malaysian talents in the game industry from design, development, publishing, marketing, distribution or retail all the way through to media, freelancers, and students (LEVEL UP MY, 2020). LEVEL UP MY promotes Malaysia as an ideal regional game hub in Southeast Asia. It acts as a platform to attract top game start-ups, business, academics, and ecosystem platers towards a sustainable game ecosystem. LEVEL UP is an initiative gaming ecosystem conference and expo founded by Malaysia Digital Economy Corporation (MDEC) to promote the development of Malaysian games developer community. It brings together developers, corporates, gamers, and e-sports communities to collaborate, learn and grow from each other. With the assistance of Malaysia Digital Economy Corporation (MDEC), invest in Malaysia has many advantages such as welldeveloped infrastructure, robust legal protection, and multi-cultural talent pool. Apart of connecting the game community together, they also promote a healthy and thriving games industry eco-system in the Southeast Asia region. LEVEL UP KL allow Malaysians to be exposed and experience locally produced games and engage them in national development. Not only that, but they are also constantly collaborate with Malaysian universities and companies to showcase great work in the conference. In collaboration with M:ONTACT in addressing the issues of patriotism dilemma among youth, LEVEL UP MY will be bringing the gaming community together to interact, learn and share the spirit of patriotism.
User Demography YOUTH The aim of M:CONTACT is to nurture patriotism among Malaysia youth as the future generation. The target audience will be focuses on students aged between thirteen (13) to twenty-four (24) years old. This could create a good connection with the education conducted in school and produces a better learning outcome. Nearby Dataran Merdeka, there are at least 5 secondary schools with approximately five thousand students which potentially create high visitor flow rate. Generally, Malaysia’s secondary school students age from thirteen (13) years old to seventeen (17) years old. For the higher education level, the ages vary from seventeen (17) years old to twenty-four (24) years old (Ministry of Education Malaysia, 2018). According to Department of Statistics Malaysia (DOSM), younger generation aged thirteen (13) to twenty-four (24) years old in Malaysia comprises of 16.8% of the total population and is the major age group compared to children and elderly. These younger generation have the potential to make Malaysia a better place and bring positive changes to the nation. The youth armed with positive values will influence their social group in contributing a vast national growth and development. To deal with the patriotism dilemma among youth, we should offer various platform and opportunity for our young generation to explore and express their love to Malaysia. Gamifying these Malaysian identity with the playful game mechanics is to attract more youth to explore more on their own country and improve the level of patriotism. Furthermore, the potential short-term user will be the tourists who are interested to Malaysia culture. Although Dataran Merdeka is one of the famous tourist spots in Kuala Lumpur, there were a low level of entertainment building around the site. M:CONTACT provide an entertainment space to have a different gaming experience in Malaysia during the vacation.
Would you like to install this device among youth? Name: Gamifying Malaysian Element Publisher: M:ONTACT
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Programme INTERIOR FLOW The starting of M:ONTACT is an area that includes the information counter, smart ticket machines and the entrance gate. A merchandise store is located nearby the check-in and out area which has the highest flow of visitors. When entering the gaming world, they will welcome by the Level 1 Lobby. In Level 1, player can access to the Colour Quest: The Unity (Blue), The Royal (Yellow), The Valour (Red) and The Infinite (Grey), which integrating with the elements of Malaysia flag, Jalur Gemilang. Each colour area is delivering respective national identity information to the player. Level 2 Zone include programs working with Augmented Reality (AR) and Virtual Reality (VR) technology. Food Play provided a food court with playful kiosk and seating area in collaboration of Wayang Show. The Lorong is a designed story experience with the Gyro VR ride as highlight attraction at the ending.
Programme M:ONTACT APP Player may download app to deepen their experience. It is free to download for mobile device or pre-loaded tablet is also available to rent on location for a deposit of RM5. For Level 1, the “Tour” function allow player to have more systemic experience in the M:ONTACT, taking a tour personalized within the limited time. Based on M:ONTACT’s director, they can go around the world to discover favourites session, or they can follow various pathways suggested in the app. Players also able to create and share their tours experience in the app. For Level 2, the “AR” function allows player to browse and find digital interpretation of works they like. The short segments of audio and video AR content is designed to provide players to choose what they want to visit instead of committing to a lengthy and linear narrative tour.
Level 1: Lobby The main entrance of the gamifying world is the Lobby welcomes player into a 2650 sqft space where a colourful and dynamic environment provided for player exploration. The Lobby is centrally located as an atrium space which can accessed easily at different points during the visit. This common space also provides a platform for players to gather, communicate, and share information. The interactive cultural setup invites players to connect actively with the world through exploration and creativity.
GO TO QUEST
Colour Quest Colour quest is a nearest area next to the lobby which providing different game sessions for the player. Once they completed the game session, they will receive their rewards which keep players in a flow state and continue immersed in the space.
GREY
BLUE
YELLOW
RED
The Infinite The Infinite is a 1500sqft projection gallery which showcase the past, present and future of Malaysia. The space acts as a storyteller to the player with various projection mapping technology and interactive touchscreen panel. The room is a dim light purpose space uses a combination of light sources, and mirrors to create a mystery ambience. By presenting the information in a story way, player will pay more attention and more excited to explore and discover Malaysia and make connections with things that they already know. The space creates a flow for player to view Malaysia in a different perspective and having an in-depth understanding of Malaysia.
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The Unity The Unity has a pneumatic ball installation that make player immerse themselves with hundreds of tiny plastic balls in an endless joyful play. The installation consists of a long pneumatic tube transport few metres which covers the entire upper area of The Unity where the balls race through it and created a visually stunning scene. The tiny balls’ trip ended in a huge container above the ball pit where the players can pull to release the handle and have a joyful shower. Malaysian Youthful Installation – Youth Festival Installing elements that are familiar to Malaysian especially those cultural significance – things that every Malaysian know, understands, and can relate to. For example, flora and fauna that are special to the country like the orangutan and rafflesia, the mamak teh tarik, the Petronas Twin tower, and more. The diverse youthful local or urban slang reflected on the Malaysia as a melting pot of various cultures and languages. Based on Tom Hoogercorst study, Malaysian slang is made up of a collection of vocabulary that comes from Malay, Chinese, Indian, English, and other colloquial languages. This gives rise to a subculture dynamic usage of zany words or phrases in modern day conservations among Malaysians. Fazleen Sabbaruddin believes that slang words can help foster unity in Malaysia as a multilingual country as it means the same thing no matter what language you use. With this art installation, people can visually and physically interact with these elements which have a potential to bring Malaysians closer to each other. By building these colourful cultures in spaces draw on a variety of sources to keep our own national identity. Players could collect blue gems from these installations and return them to the festival manager to get reward.
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The Royal The Royal present the gold colour of the royal family. According to Norlis Ismail and Farah Nabila (2018), they believe in the formation of the visual arts in Malaysia is influence by Islamic elements. Hence, Islamic pattern and arch element will be widely use in the yellow maze to reflect on Malaysia’s royals. Various information about the background and history of royals’ family in Malaysia are reorganize and located within the maze collaborate with the Royal mission. Players are given a Royal mission to have a treasure hunt session. Once they enter the yellow maze, they will need to pick a random mission card from the ‘Sultan’. The card will give the task to collect specific item from different location. In each area, there will be information given to complete the storyline on the card. After completed the Royal mission, the players can redeem the treasure from the ‘Sultan’.
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The Valour At another section of Level 1 facing the Lobby, a 1200 sqft area of adventure climbing standing dramatically visualized Malaysia significant flower – Hibiscus and Rafflesia. This massive climbing structure provide an opportunity for players to touch the objects installed to make discoveries. Via the built route that connects to a collection of linked artworks, players could follow their interest and curiosity to explore the relationships from object to object.
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Level 2: Food Play Food play zone is a breathing space for player to rest and restore energy after long session of playing and before entering another session of game. It also prevents players to enter exhaustion stage and provide a good time to enjoy the space itself.
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Food Kiosk Malaysia has inherited a wide variety of cuisines from its melting pot of culture. The most important culture of Malaysia is the passionate about food. Food kiosk will be selling various significant dishes of Malaysia such as nasi lemak, Nyonya kuih, and ramly burger. Player can have a relax experience with Malaysia food culture while watching the interesting Wayang show projection. The kiosk is displaying the Wayang show from Malaysia’s collection through projection on the white rooftop. The video is looped in a minute’s cycle. The seating area also presenting various wayang show with the AR apps in the mobile device.
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WELCOME TO THE LORONG! Chapter One What was the look in the Lorong (the alley) of Malaysia? In the Lorong, an AR experiences shows interesting Malaysian moment during Merdeka Day. The story background is setting on 31 August, player can experience the historical event by making themselves appear in the 3D scene. The display unit shows in the Lorong decorate with Merdeka items and uses AR to project a hologram NPC over it. Players can view the challenges and there is also a voice over from NPC describing his experience. The Lorong uses AR holograms throughout which gives faces and voices to the people who walk through the alley. Players can hear stories from Malaysia legends told in their own words. In The Lorong, Broadcast AR system is install with interactive 3D Augmented Reality experience on large and small screen. Player can learn, explode, and touch the untouchable while immersed in the high-quality 3D environment and interact with realistic characters in real time (INDE, 2020). Broadcast AR allows a device-free environment featuring with important and interesting Malaysian moment which gets players closer and personal with it.
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Chapter Two The Voice of the Lorong is a narrow alley with sound installation. The daily sounds from the Lorong are recorded and represent through an installation. The sound coming from the mamak or kopitiam, a mother’s voice calling the children for dinner, or a street vendor yelling out. Each of these sounds give an insight moment into Malaysia. Call to the Future is an activity where a phone booth act as a time capsule media for players recording a voice message to the future Malaysia or to themselves.
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Final Chapter A 360 Degree human gyro VR 4D experience will be placed at the Final Chapter of The Lorong as the highlight attraction. After going through the rising plot of the story, this activity provides the climax experience by its ability to transport players on exhilarating journeys.
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Project Mechanism Pneumatic Track A PIR sensor turns on a vacuum cleaner whenever someone is in the ball pit. This allow the machine to suck the plastic balls up into the tube around the space and into a huge container above the pit. The handle is connected via ropes and pulleys with the front lid of the contains. When players pull a level, the balls stored inside are dispensed onto the ball pits again.
Project Mechanism Projection Mapping The idea of projection mapping is defined by Jones (2012) as the light mapped onto any surface to create a 3D display. Basically, it requires one or more light sources and are controlled with computers to project on the surfaces.
Project Mechanism Human Gyro VR GYRO VR allows players to sit in chairs that attached to a gyroscope device that rotates 720 degrees. The simulation optimized velocity and strength the motion doubting the impact of gravity through 3 axes of freedom of pitch, yaw, and roll. (Sangwha XR, 2020) With the assistance of VR headset audio and physical movement synchronized, players can dive into the virtual worlds completely. With the flexibility of VR technology, it could reduce the cost, space, and time consuming to create a new rides content.
Project Mechanism Augmented Reality Augmented Reality (AR) is a technology superimpose images, text or sounds above of what a people is seeing. It normally uses a smart device to alter the information via an app which make them appear as if they are existing in the real world. This technology is widely used to enhance the visitor experience in many cultural tourism organisations. Augmented reality has grown in popularity because of the increased availability of smartphone and mobile gadgets (Jung, Chung, & Leue, 2015). There are many ways of applying AR in real life. The easiest way is to use it to appear explanation of pieces when user get near to the view. Another immersive installation is turn object into three-dimensional animations that user can interact with.
Broadcast AR In The Lorong, Broadcast AR system is install with interactive 3D Augmented Reality experience on large and small screen. Player can learn, explode, and touch the untouchable while immersed in the highquality 3D environment and interact with realistic characters in real time (INDE, 2020). Broadcast AR allows a device-free environment featuring with important and interesting Malaysian moment which gets players closer and personal with it.
Interactivity Options
The content provided either custom made 3D or ready-made. It often designed in a looped animation where characters go through a repetitive animation sequences, creating the illusion when user engage with it. Another type of experience come with digital scene control, and gamification elements built inside the content where user could control using a tablet or mobile device. Based on the command, various scenario setup can be launched in real time.
Broadcast AR Equipment
Project Branding
M:ONTACT means contact of Malaysia. This aim to promote the action of communication with Malaysia’s story to build a connection between the people and the nation. The red colour is derived from the Jalur Gemilang as the valour and bravery colour. Red is generally an energetic and youthful colour to represents the excitement and passion of one to explore unknown.
M:ONTACT Pass is an ID card that is used to enter each check-in counter inside M:ONTACT. Upgrade to express pass to enjoy shorter wait time at participating game session. M:ONTACT passport can obtained within the express pass package, or player can purchase it at the merchandise store with RM15. Player can collect points from each passport checkpoint located at different game sessions. Points are able to redeem reward item while the stamps in the passport act as a memorial collection.
Reference 1. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic Mindtrek Conference: Envisioning Future Media Environments. doi: 10.1145/2181037.2181040 2. Seaborn, K. & Fels, D.I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. doi: https://doi.org/10.1016/j.ijhcs.2014.09.006 3. Thinkgamedesign. (2020). The Flow Theory Applied to Game Design. Retrieved on November 2020, from https://thinkgamedesign.com/flow-theory-game-design/ 4. Kyeva, M. (2011). Contextualization in architecture of built form. Archnet-IJAR, 5(2), 106118. Retrieved on November 2020, from https://www.academia.edu/1109251/contextualization_in_ architecture_of_built_form 5. Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641-661. doi: https://doi.org/10.1016/j.ijhcs.2008.04.004 6. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Haper and Row. Retrieved on November 2020, from https://www.researchgate.net/publication/224927532_Flow_The_Psychology_ of_Optimal_Experience 7. Davis, M.S., & Csikszentmihalyi, M. (1977). Beyond Boredom and Anxiety: The Experience of Play in Work and Game. Contemporary Sociology, 6, 197. doi: https://doi.org/10.2307/2065805 8. Pavlas, D. (2010). A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States. Retrieved on November 2020, from http://edutainment. pbworks.com/w/file/fetch/67651710/Pavlas_Davin_A_201012_PhD.pdf 9. Kiili, K., Freitas, S. D., Arnab, S., & Lainema, T. (2012). The Design Principles for Flow Experience in Educational Games. Procedia Computer Science, 15, 78-91. doi: 10.1016/j.procs.2012.10.060 10. Steels, L. (2004) The Architecture of Flow. Retrieved on November 2020, from https://ai.vub.ac.be/ sites/default/files/7-steels.pdf 11. Yao, Y. (2010) Exploring the sense of immersion of MMORPG game design. Sodertorn University College. Retrieved on November 2020, from https://www.diva-portal.org/smash/get/diva2:407054/ FULLTEXT01.pdf 12. Jung, T., Dieck, M. C. T., Lee, H., & Chung, N. (2016). Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum. Information and Communication Technologies in Tourism 2016, 621635. doi:10.1007/978-3-319-28231-2_45 13. Jung, T., Chung, N., & Leue, M. C. (2015). The determinants of recommendations to use augmented reality technologies: The case of a Korean theme park. Tourism Management, 49, 75–86. doi:10.1016/j. tourman.2015.02.013 14. ar .
INDE (2020). Broadcast AR. Retrieved on October 2020, from https://www.indestry.com/broadcast-
15. Ismail, N., Hamdan, F. N. (2019). Islamic Geometric Pattern Design of State Mosque In Malaysia. doi: 10.2991/upiupsi-18.2019.27 16. Jones, B. (2012). What is projection mapping? Projection Mapping Central. Retrieved on October 2020, from http://projection-mapping.org/what-is-projection-mapping/ 17. Neal, B. (2014). Guide to Projectors for Interactive Installations. Creative Applications Network. Retrieved on November 2020, from https://www.creativeapplications.net/tutorials/guide-to-projectorsfor-interactive-installations/
CHAPTER THREE
Project Analysis Precedent Studies Hangzhou Neobio Family Park The first Neobio Family Park in Shanghai, Li Xiang designed has achieved high recognition among parents with its diverse functional areas and colour collocations. However, the newly launched Neobio Family Park in Hangzhou is not only a combination of functions and aesthetics, but more importantly an experimental design that explores the layout of shopping malls in the future. Neobio Family Park flaunts pristine pastels amidst broad bookcases full of fantastical volumes and sugary umbrellas, where youthful imagination is set free. From the main entrance, an enormous foyer hugs the entire structure, where former shops have been replaced by an enchanted forest with comforting curved lines. Here in the kingdom of books, visitors can stop to read or to play a quick game of hide-and-seek between the many angles, niches, and drawers that emerge from the limbs. And while the kids are off having fun, their parents can keep an eye on the play area while flipping through a book themselves, seated comfortably in the connected area with sweeping windows.
Location
: Star Avenue Phase II, Hangzhou, Zhejiang, China.
Area
: 8000m2
Year
: 2018
Program and Spaces in Neobio Family Park Based on the original layout of the shopping mall, Hangzhou Neobio Family Park was divided into five major functional areas, each with multiple accessory spaces. Five major areas are included in the layout for the indoor amusement park: a Library, Restaurant, Sims City, Climbing Area, and Party Room. Such division considered age groups, interests and behaviours of kids, while at the same time combining functions for entertainment, education and rest during parent-child activities. The reasonable circulation in the space makes it a comprehensive family park that integrates entertainment and education activities. The main circulation and auxiliary circulations were designed in a way that maximized the use of the space and optimized the experience for consumers. Besides, it’s very necessary to highlight the furniture and lamps used in the space. All the furniture and lamps were specially designed and processed for the project, which ensured all the structures and colours were perfectly matched.
Activities in Neobio Family Park
Library
Sims City
Restaurant
Climbing Area
Water Play Area
Party Room
Project Analysis Precedent Studies Museum Siam: Discovery Museum Museum Siam is a discovery museum that is located at Sanam Chai road in Bangkok, Thailand. The museum was established in 2007 in the former building of the Ministry of Commerce. It was created to teach the national identity and history of the people of Thailand, and their relationships with neighbouring cultures. The motto of the museum is “Play + Learn = เพลิน” (which means ‘joyously’ in Thai); through a series of interactive exhibits, the museum shows the development of Thailand from the past to present. National Discovery Museum of Thailand was to create an experience where visitors could understand how the identity of Thai people, their customs, beliefs, and civilizations has developed over millennia of continuous habitation in this place. The museum is housed in a quite nice neoclassical building, and unusually interactive — large touch screens with cleverly scripted scenes pairs with plenty of stuff to touch. Covering subjects ranging from education to food to architecture to history, the museum is interactive, yet with minimal visible use of computers (testament to Thai creative flair). The museum teaches visitors the ethnology, the anthropology, and other factors related to Thai society and SE Asia, giving them a greater understanding of the Thai people and their history, nation, and culture, tying into Thailand’s interaction with their neighbours. Modern digital media methods have been employed to encourage participation in learning and understanding the stories of Thailand.
Location
: 4, Sanamchai Rd., Phra Borom Maha Ratchawang, Phra Nakhon, Bangkok 10200 Thailand
Area
: 8000m2
Year
: 2007
Program and Spaces in Museum Siam Museum Siam does it very well and in a very creative way with a giant ribbon feature which guides visitors through the journey. The ribbon or “The Roong” is used as panoramic screen on which visitors can watch a movie telling the story of Thailand and illustrating Thai spirit which lasts about 10 minutes. From room to room, ‘The Roong’ journeys from Ayutthaya era to modern day Thailand and takes you to the second part of the museum which is dedicated to the influence of the Western world on Thai culture. Young and young at heart will be incapable of resisting the urge to take selfies in this unique museum.
Activities in Museum Siam Decoding Thainess This exhibition is established with the goal of examining Thai society past and present, and how it evolved into what it is at each given time. It utilises advanced technology and interactive storytelling tools aimed at appealing to the younger, tech-savvy generation, to inform visitors of how Thai society came to be.
Thai From Birth The room uses the “hydraulic module” technology to show the evolution of Thainess throughout history. Various items and models kept in glass cabinets will rise up from a regular-seeming wooden table, telling the story of Thailand from the days of the Ratthanakosinth-era to the present
Mini Malaysia & ASEAN Cultural Park Representing Culture in Malaysian Cultural Theme Parks: Tensions and Contradictions
It is important to note that, in TMM, the 13 states of the Federation of Malaysia are represented, bringing together a spatial organisation and order of a country that spans considerable distances between its extremities and between its centre and periphery. The nation-state attempts to define and control space not just in its interest of sovereignty but also to make claims over internal cultural space and incorporate it in its vision of the nation (Lefebvre 1991, 49–50). Thus, a bounded Malaysian whole with few nuances between its parts is presented, an inclusiveness breaking down spatial separation, especially Malaysian Cultural Theme Parks 151 Downloaded by [Selcuk Universitesi] at 22:43 26 January 2015 between East and West Malaysia. Each state has occasional cultural shows and cooking performances to demonstrate uniqueness, which rarely goes beyond flavours and dress, shallow differences that reinforce a common shared heritage. This vision is largely successful, as most of the visitors are domestic and, looking at the comments in the guest books that are provided in each house, it would appear that most visitors embraced the representation of their home state vis-a-vis others and showed regional patriotic tendencies, with exclamations like: ‘Go Penang’; ‘Hidup Melaka’ (long live Melaka); or ‘I love Penang’, which are akin to the feelings of the Bruneian visitor mentioned earlier who was pleased with his country’s representation. Most remarks were referenced to the physical displays of the house, as the cooking shows and cultural performances are staged only intermittently.
Location
: 4, Sanamchai Rd., Phra Borom Maha Ratchawang, Phra Nakhon, Bangkok 10200 Thailand
Area
: 8000m2
Year
: 2007
Market Analysis A) Demand in Malaysia
Source: JLC Hospitality Consulting, Jeff Coy
Theme Parks, Amusement Parks, Family Entertainment Centres and Arcades are crossing over, blending, and merging together in new facilities that defy categories and labels. Lodging, recreation, and entertainment concepts are merging. Now the indoor entertainment centre is attaching itself to a hotel, a waterpark, casino, or shopping mall. Many new projects are mixed-use resort developments with a variety of components mixed together in one destination project. 3.2% of all indoor entertainment centres with 30,000 sf or larger are located in Malaysia such as First World Genting and Berjaya Times Square, but most of them are amusement and thrill rides. (JLC Hospitality Consulting) Indoor entertainment centres are not new trend but there is a new surge of activity especially in the field of edutainment. The recent surge in new development is led by two companies, KidZania and Legoland Discovery Centres, that occupy the edutainment space - a new concept of entertainment centres that focused on education mixed with entertainment which makes learning fun. MONTACT aims to promote unity and patriotism through learning Malaysian culture with entertainment initiative. It definitely will be a very different kind of entertainment centre in the market and provide an interesting experience upon visit.
Market Analysis B) Competitor in Malaysia Very few competitors existing in Malaysia having the same initial as MONTACT in entertainment. Most of the entertainment or exhibitions in Malaysia are not related to unity and patriotism. Since the gamification of Malaysian culture is the main product of MONTACT, hence the competitor which provide the same experience tour would be museum or gallery that provide an overview of Malaysian history and culture in Malaysia. The famous visiting tourist spot such as the National Museum in Kuala Lumpur and Mini Malaysia & ASEAN Cultural Park in Malacca.
Market Analysis C) Complimentary in Malaysia Collaboration with Education Programs IPT programs also promote activities and program that aids unity among students of various ethnicity such as courses emphasized harmonious education, establishment of Rukun Tetangga or clubs, and community service program. The target user of MONTACT is secondary schools and college students. Student’s age is more flexible and willing to adapt. The cooperation of schools for planning a school trip for holiday in MONTACT would be the most efficient method to target on more students and at the same time to plant the Malaysia spirit and change the perception of students towards their motherland throughout the entire trip.
Collaboration with Tourism Industry As a Malaysian culture experience centre, MONTACT also provide a great opportunity for foreigner to learn about Malaysia in a different way. MONTACT aims to be one of the must visit in Kuala Lumpur, Malaysia for whom wants to experience a gamification of Malaysia. Instead of site visiting, with the programs designed that represent Malaysia culture, it serves to present Malaysia in a more interesting way to visitors. Cooperation with surrounding hotels or tourism locations can create a more attractive tourism tour in long-term strategy. Besides that, Kuala Lumpur City Hall (KLCH) has also initiated a lot of programmes to further spur the growth of Kuala Lumpur in the global tourism spot. In such, involvement with local authority can also promote the MONTACT project.
Collaboration with National Unity-Based Programs Various agencies are established by Malaysia government to foster and preserve unity among ethnics such as Jabatan Perpaduan Negara dan Integrasi Nasional (JPNIN), Panel Penasihat Perpaduan Negara (PANEL), and Jawatankuasa Penasihat Perpaduan Peringkat Negeri (JKPPN). Their plans are as followed: i. Programs and unity-based activities are created to increase level of awareness and appreciation of target groups. ii. National school empowerment educates students of various ethnics and embed unity-based value on the importance of interaction among ethnics. iii. Vision school empowerment introduced the concept of inculcate unity by combining the construction of 2 or 3 primary schools with different medium of instruction. iv. National service is introduced to embed patriotism among youths and form positive characteristics through good values. In such, MONTACT aims to promote unity and patriotism among youth could attend the unity-based programs such as the Merdeka Month.
Potential Site Factors that Affecting the Site Selection MONTACT is a gamification experience of Malaysian culture. Hence, the site will be focused to locate at an area with Malaysia element, volumetric building, surrounded with tourist attraction, exotic appearance, and number of institutes around 5km radius. These factors are very important to maximise the outcome of the designed program. The potential site should be fulfilling most of the factors.
Potential Site RUANG by Think City
Address: 2, Jalan Hang Kasturi, City Centre, 50050 Kuala Lumpur, Selangor
Ruang by Think City is a multipurpose community space located in the heart of
Kuala Lumpur. It was former OCBC building in historic downtown Kuala Lumpur and re-opened as the effort in promoting adaptive reuse of buildings as well as to offer community space in that area. The Art Deco façade reflects on Malaysia colonial era and the interior has double volume based on its high ceiling height. Downtown Kuala Lumpur also has a high density of tourist attraction around and there are a lot of institutes which students can be easily spotted at the area.
Potential Site REX KL
Address: 80, Jalan Sultan, City Centre, 50000 Kuala Lumpur, Selangor
REX KL, the old iconic REX Cinema, reborn into a space for events, theatre,
exhibitions, performances, screenings, library facilities, workshops, retail, and F&B. Its location in Jalan Sultan as one of the earliest settlements in Kuala Lumpur as a result of tin mining which made the street very historic and diverse throughout the years. The building as a former cinema also having a huge volume of space and highrise ceiling. Jalan Sultan also has a high density of tourist attraction connected with Petaling Street nearby. The nearest institute is just 500 meters away and there are still a lot of institutes located within 3km radius away.
Standard and Requirement of Service Provided SAFETY OF ENVIRONMENT DESIGN MONTACT as a Malaysian gamification space is providing several entertainment activities while it also acts as an experience centre to promote Malaysian culture to visitors. Hence, the safety of the play zone in MONTACT is very important as some of the places involve physical activities. The safety of the furniture design, and devices equipment need to be concerned in the space to provide a safe and exiting environment to the players.
SAFETY MANAGEMENT ON DEVICES Based on the Guidelines on the Safety Management of Amusement Park Devices, the aspects of design, construction, maintenance, and operations need to be considered to improve the safety of amusement park by ensuring all the operator operates the devices with design and maintenance requirements and users ride with designed safety requirements. For example, the Gyro VR ride which is a gyroscope device that rotates 720 degrees will require a set of safety equipment for operational in normal use or emergency cases. Safety systems such as mechanical safety equipment like emergency lighting, safety stops, personal safety and restraint systems are suggested to implement on the drive mechanisms. These safety systems and emergency systems is to ensure the safe completion of all movements in the event of failure of the drive system. (Guidelines on the Safety Management of Amusement Park Devices)
WELL TRAINED STAFF For the smoothness of the experiences, well trained staff as the ‘non-player character’ in certain gameplay is very important in supporting the game flow. Staff also act as controller who trained in the work to operate the devices hence, they have to take the responsibility when performing the duties to operate the devices. They also need to be trained to handle all possible situations that happen in between the process such as fire accident, or injury of players. The staff also need to well-known about the knowledge of Malaysia so the visitors could get the accurate information when they enquire.
CHAPTER FOUR
Summary Overall, an alternative way of cultivating patriotism and unity through the idea of gamification are encouraged to apply in interior space. Implementation of the principles of gamification such as game mechanics and flow theory in space design can provide a cohesive experience in environment to engage user. MONTACT aims to develop the potential of gamification in built environment as an effective influence in enhancing youth’s interest. By promoting spatial experience engaging scientific study of flow into space and strengthening the dynamic relations of Malaysia, it allows youth to explore and discover the knowledge related to Malaysia history and culture. The use of contextualized space is presenting an intentional cohesive yet identify-reflective architecture in response to a characteristic spirit of place and regional requirement. The effort includes to transmit and reproduce the cultural image of Malaysia in space for educational and entertainment purposes. The focus of representation of Malaysia culture by selecting appropriate symbolism and cultural context in the built environment is aimed to engage with its own locality. MONTACT focuses more on exploration and experience to create a new tourism niche market. The gamification of Malaysia brings players into a time-space travel within the designed built environment and discourse the diversity of Malaysian culture through different level of challenges. The balance between exhaustion and resting zone is important for better user experience and maintain the user being active within the space. Designing with different level of immersion is also assisting flow theory in space. By introducing breathing and intro space besides challenges to player is supporting the player interact better within the concept of the project.
DESIGN PHASE Narrative Programming Design Realisation
ENTRANCE
LOBBY
FIRST FLOOR
GYRO VR ADVENTURE RIDE
FOOD PLAY
PASSPORT STATION
RED ZONE
REFLECTION Throughout this final year project, I have learnt a lot way to express my idea. At the beginning of Semester 7, I had struggle a lot in my design development which is my biggest weakness in my entire project phrase. It is always a huge challenge for me to explore bold and adventurous design. I am really grateful to all my friends and lecturers who help to open up my mind and strengthen my design thinking. I also improved on my perspective presentation skill when creating the space ambience to my audience. I will always remember the words and advices from them to be more confident of my own design and create quality design in the future. As a graduate interior architecture designer, I believe this final year project gives me a great opportunity to challenge myself, push myself to the boundaries, and work beyond my comfort. I will keep the spirit and energy in my future career.
Deepest Thanks and Appreciation to: Vickram Thevar Vijayan Aishah Mokhtar NurSuliana Sulaiman
THE END!