Permainan Realiti Maya Keris dan Model Penerimaan Sistem Bermotivasi Hedonik (HMSAM)

Keris Virtual Reality Game and theHedonic Motivation System Acceptance Model (HMSAM)

Authors

  • Muhammad Waiz Hasyimi Muhammad Hidzer Author

DOI:

https://doi.org/10.37134/GameOn.vol1.1.2.2025

Keywords:

Permainan VR, Pengalaman Imersif, Pemeliharaan Warisan, Keris, SDG 4: Quality Education

Abstract

ABSTRAK

Permainan realiti maya menawarkan pengalaman imersif yang menyerupai dunia sebenar, namun penggunaan peranti paparan kepala (HMD) dalam tempoh lama boleh menyebabkan kurangnya pengalaman imersif. Artikel ini melaporkan kajian yang bertujuan untuk mengukur tahap anggapan kebergunaan, rasa ingin tahu, keseronokan, dan kawalan bagi permainan realiti maya berkaitan dengan kesannya terhadap pengalaman imersif. Permainan realiti maya Keris dibangunkan menggunakan Unity3D dan dimainkan melalui Oculus Quest 2 berdasarkan model Prototaip Pantas. Kajian ini menggunakan HMSAM sebagai rujukan untuk menilai penerimaan teknologi. Permainan berbentuk bilik lepas yang memberikan maklumat mengenai keris. Kajian ini menggunakan pendekatan kuantitatif deskriptif dengan sampel 19 pelajar diploma Universiti Pendidikan Sultan Idris. Soal selidik berasaskan HMSAM digunakan untuk mengumpul data. Analisis menunjukkan kebergunaan yang dirasai tinggi (M = 4.03), rasa ingin tahu sangat tinggi (M = 4.65), kawalan tinggi (M = 3.48), dan keseronokan sederhana (M = 3.13). Kesimpulannya, pelajar menerima permainan VR Keris dengan baik dari segi kegunaan, rasa ingin tahu, kawalan dan keseronokan. Penemuan ini menunjukkan potensi permainan VR untuk pembelajaran warisan Melayu, khususnya keris.

 

ABSTRACT

Virtual reality (VR) games offer immersive experiences that resemble the real world; however, prolonged use of head-mounted display (HMD) devices can reduce the sense of immersion. This article reports a study aimed at measuring perceived usefulness, curiosity, enjoyment, and control in a VR game and their effects on the immersive experience. The Keris VR game was developed using Unity3D and played through Oculus Quest 2 based on the Rapid Prototyping model. The study employed the HMSAM framework to assess technology acceptance. The game is designed as an escape-room style experience that provides information about the keris. A descriptive quantitative approach was used with a sample of 19 diploma students from Universiti Pendidikan Sultan Idris. An HMSAM-based questionnaire was used to collect data. Analysis showed high perceived usefulness (M = 4.03), very high curiosity (M = 4.65), high control (M = 3.48), and moderate enjoyment (M = 3.13). In conclusion, students accepted the Keris VR game well in terms of usefulness, curiosity, control, and enjoyment. The findings indicate the potential of VR games for learning about Malay heritage, particularly the keris.

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Published

31-12-2025

How to Cite

Muhammad Hidzer, M. W. H. . (2025). Permainan Realiti Maya Keris dan Model Penerimaan Sistem Bermotivasi Hedonik (HMSAM): Keris Virtual Reality Game and theHedonic Motivation System Acceptance Model (HMSAM). Game-On: Journal Of Gamification and Game-Based Learning, 1(1), 11-24. https://doi.org/10.37134/GameOn.vol1.1.2.2025