IMPLEMENTASI 8D SURROUND AUDIO DALAM VIDEO GAME “BALAP LIAR GILA: TOBAT SEBELUM TERLAMBAT” SEBAGAI PERANGSANG OTAK (GAME ARTIST)

Syafiq Aqil, Adam (2025) IMPLEMENTASI 8D SURROUND AUDIO DALAM VIDEO GAME “BALAP LIAR GILA: TOBAT SEBELUM TERLAMBAT” SEBAGAI PERANGSANG OTAK (GAME ARTIST). Diploma thesis, Politeknik Negeri Media Kreatif.

[thumbnail of LAPORAN TUGAS AKHIR  IMPLEMENTASI 8D SURROUND AUDIO DALAM VIDEO  GAME “BALAP LIAR GILA: TOBAT SEBELUM  TERLAMBAT” SEBAGAI PERANGSANG OTAK  (GAME ARTIST)] Text (LAPORAN TUGAS AKHIR IMPLEMENTASI 8D SURROUND AUDIO DALAM VIDEO GAME “BALAP LIAR GILA: TOBAT SEBELUM TERLAMBAT” SEBAGAI PERANGSANG OTAK (GAME ARTIST))
Final Tugas Akhir - Adam Syafiq Aqil (1).pdf - Accepted Version
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Abstract

This final project report explores the application of immersive 8D surround audio
within an educational racing-horror game titled “Balap Liar Gila: Tobat Sebelum
Terlambat”. The study aims to close the gap between the technical potential of
spatial audio technologies such as Dolby Atmos, DTS:X, and binaural 8D and their
adoption in Southeast Asian educational games. Grounded on theoretical
frameworks from psychoacoustics, auditory neuroscience, and UX design (e.g.,
HRTF, interaural cues, emotional brain response), and following a Game
Development Life Cycle (GDLC) methodology, this research comprises
prototyping, production, integration, QA testing, and both alpha and beta user
testing with a Likert-scale questionnaire. Results from 20 testers aged 13–18
indicate an average acceptance index of 93.9 %, demonstrating significant
improvement in spatial orientation, emotional engagement, auditory focus, and
enjoyment over traditional stereo audio. This confirms that implementing 8D audio
can effectively stimulate cognitive and affective responses in learning-through-play
contexts. The report concludes that immersive audio is a powerful tool for
enhancing both educational value and user engagement in local game development,
and recommends further exploration across genres, platforms, and adaptive audio
technologies.
Keywords: 8D Surround, Audio Immersif, Education Game, User Engagement.
Teknologi audio 8D dan suara spasial berpotensi meningkatkan imersi dalam game
edukatif. Namun, adopsinya di Indonesia dan Asia Tenggara masih rendah.
Sebagian besar game edukatif lokal masih menggunakan desain suara sederhana,
meskipun teknologi global seperti 360 Reality Audio dan Dolby Atmos sudah
tersedia. Studi menunjukkan bahwa audio berkualitas tinggi meningkatkan
keterlibatan pengguna dan motivasi belajar, sementara audio yang buruk
menurunkan efektivitas pembelajaran. Audio immersif mampu menyimulasikan
arah suara dan menciptakan umpan balik dinamis yang mendukung pemahaman.
Penelitian ini bertujuan mengkaji penerapan audio 8D dalam game edukatif lokal
untuk meningkatkan pengalaman belajar secara menyeluruh.
Kata kunci: 8D Surround, Audio Immersif, Gim Edukasi, Keterlibatan Pengguna.

Item Type: Thesis (Diploma)
Additional Information: 1. Prily Fitria Aziz, S.Kom., M.Kom. 2. Nofiandri Setyasmara, S.T., M.Ak., M.T.
Uncontrolled Keywords: 8D Surround, Audio Immersif, Education Game, User Engagement. 8D Surround, Audio Immersif, Gim Edukasi, Keterlibatan Pengguna.
Subjects: 700 - Seni dan Rekreasi > 780 Musik > 780 Musik
700 - Seni dan Rekreasi > 780 Musik > 781 Prinsip umum dan bentuk musik
700 - Seni dan Rekreasi > 780 Musik > 786 Keyboard, instrumen mekanis, elektrofonik, perkusi
Divisions: Jurusan Desain > Program Studi Teknologi Permainan
Depositing User: Adam Syafiq Aqil
Date Deposited: 21 Aug 2025 07:27
Last Modified: 21 Aug 2025 07:27
URI: https://repository.polimedia.ac.id/id/eprint/2739

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