The Role of Intellectual Property Awareness and Motivation in Game Product Innovation as a Creative Industry †
Abstract
:1. Introduction
2. Methods
3. Results and Discussion
3.1. Profile of Respondents
3.2. Descriptive Statistics
3.3. Inferential Statistics
4. Conclusions and Recommendation
4.1. Conclusions
4.2. Recommendation
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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No | Aspect | Frequency | Percentage |
---|---|---|---|
1 | Gender | ||
Man | 30 | 68.18% | |
Woman | 14 | 31.82% | |
2 | Domicile | ||
Sumatra (Aceh, North Sumatra, South Sumatra, and Bengkulu) and Riau | 7 | 15.91% | |
Java (Jakarta, Banten, West Java, Central Java, East Java, and Yogyakarta) and Bali | 29 | 65.91% | |
Kalimantan (Central Kalimantan and East Kalimantan) | 3 | 6.82% | |
Sulawesi (South Sulawesi) | 3 | 6.82% | |
Papua (West Papua) | 2 | 4.55% | |
3 | Study Level | ||
D3 | 1 | 2.27% | |
D4 | 4 | 9.09% | |
S1 | 39 | 88.64% | |
4 | Captured Stream | ||
Game Designer | 20 | 45.45% | |
Game Artist | 5 | 11.36% | |
Game Programmer | 12 | 27.27% | |
Game Project Management | 7 | 15.91% | |
Educational Game Development | 0 | 0.00% |
No | Statement | SD | D | N | A | SA |
---|---|---|---|---|---|---|
1 | Sources of ideas for designing games are abundant in Indonesia. | 0.00% | 0.00% | 27.27% | 43.18% | 29.55% |
2 | I quickly find ideas for game development in Indonesia. | 0.00% | 6.82% | 31.82% | 40.91% | 20.45% |
3 | An established game is likely to influence me to develop new games. | 0.00% | 0.00% | 13.64% | 54.55% | 31.82% |
4 | The presence of a large game design studio could affect the development of new games. | 0.00% | 0.00% | 11.36% | 45.45% | 43.18% |
5 | I am likely to design game genres that I like. | 0.00% | 2.27% | 18.18% | 36.36% | 43.18% |
6 | I have always been consumer-oriented when designing games. | 0.00% | 2.27% | 22.73% | 52.27% | 22.73% |
7 | Game development creativity and innovation in Indonesia were disrupted during COVID-19. | 15.91% | 15.91% | 20.45% | 36.36% | 11.36% |
8 | Game creativity and innovation will be more intense in 2023 or postpandemic. | 2.27% | 0.00% | 22.73% | 34.09% | 40.91% |
9 | My childhood experiences shaped my decision to design games. | 0.00% | 2.27% | 34.09% | 31.82% | 31.82% |
10 | The creative process of game development can be built through discussion. | 0.00% | 0.00% | 6.82% | 36.36% | 56.82% |
No | Statement | SD | D | N | A | SA |
---|---|---|---|---|---|---|
1 | I produce games as a medium for delivering messages. | 0.00% | 4.55% | 34.09% | 31.82% | 29.55% |
2 | I develop games as a means of entertainment to fill my spare time. | 0.00% | 2.27% | 25.00% | 31.82% | 40.91% |
3 | Interaction and competition with other players are the main variables that drive me to design games. | 0.00% | 2.27% | 34.09% | 40.91% | 22.73% |
4 | Games have a very potential market niche in Indonesia. | 0.00% | 0.00% | 22.73% | 38.64% | 38.64% |
5 | The popularity of smart devices in Indonesia and the needs of each user to play games. | 0.00% | 2.27% | 20.45% | 36.36% | 40.91% |
6 | I have been a game lover since childhood on various platforms. | 2.27% | 6.82% | 27.27% | 11.36% | 52.27% |
7 | I aspire to work in a big company in the gaming field. | 0.00% | 4.55% | 22.73% | 36.36% | 36.36% |
8 | I want to be known as an innovator or creative person. | 2.27% | 0.00% | 29.55% | 29.55% | 38.64% |
9 | I am inspired by public figures or figures that I admire. | 6.82% | 6.82% | 43.18% | 22.73% | 20.45% |
10 | I am not satisfied with the game variants currently available. | 2.27% | 9.09% | 36.36% | 27.27% | 25.00% |
No | Statement | SD | D | N | A | SA |
---|---|---|---|---|---|---|
1 | I understand the definition of intellectual property and its examples. | 0.00% | 0.00% | 47.73% | 31.82% | 20.45% |
2 | I understand how important intellectual property is in protecting stakeholders in the creative industry. | 0.00% | 0.00% | 34.09% | 31.82% | 34.09% |
3 | I know how important intellectual property is, especially for game developers. | 0.00% | 0.00% | 38.64% | 27.27% | 34.09% |
4 | Thus far, I am satisfied with the implementation of intellectual property rights in the creative industry in Indonesia. | 0.00% | 2.27% | 56.82% | 25.00% | 15.91% |
5 | I know various things must be protected in the copyright of a game. | 0.00% | 2.27% | 20.45% | 34.09% | 43.18% |
6 | I know that in game development there are things that become trade secrets. | 0.00% | 0.00% | 13.64% | 45.45% | 40.91% |
7 | Brand rights and patents are essential in designing a game. | 0.00% | 0.00% | 25.00% | 31.82% | 43.18% |
8 | I know what copyright infringement is against games. | 2.27% | 2.27% | 34.09% | 34.09% | 27.27% |
9 | Indonesia is one of the countries with the highest software piracy cases in Asia. | 0.00% | 2.27% | 27.27% | 34.09% | 36.36% |
10 | Piracy is very detrimental to game developers. | 2.27% | 0.00% | 22.73% | 27.27% | 47.73% |
No | Statement | SD | D | N | A | SA |
---|---|---|---|---|---|---|
1 | I know apps and game development are some of the subsectors of the creative economy. | 2.27% | 0.00% | 15.91% | 40.91% | 40.91% |
2 | I understand that the game ecosystem in Indonesia contributes significantly to developing the country’s creative economy. | 2.27% | 0.00% | 25.00% | 36.36% | 36.36% |
3 | Game developers are part of a subsector that supported the growth of Indonesia’s creative economy during the COVID-19 pandemic. | 0.00% | 4.55% | 36.36% | 34.09% | 25.00% |
4 | I understand the stages of designing a game. | 0.00% | 2.27% | 29.55% | 29.55% | 38.64% |
5 | I can distinguish genres/types of games. | 0.00% | 0.00% | 15.91% | 34.09% | 50.00% |
6 | I can understand the type of game by platform. | 0.00% | 0.00% | 15.91% | 36.36% | 47.73% |
7 | I know (at least three) of the biggest game developers in Indonesia. | 9.09% | 11.36% | 25.00% | 29.55% | 25.00% |
8 | I know games created by Indonesian developers that penetrated the international market. | 4.55% | 6.82% | 31.82% | 22.73% | 34.09% |
9 | I know the number one most popular game in Indonesia. | 0.00% | 9.09% | 31.82% | 31.82% | 27.27% |
10 | I play one of Indonesia’s most popular local games. | 13.64% | 18.18% | 31.82% | 20.45% | 15.91% |
Model a | Unstandardized Coefficients | Standardized Coefficients | t | Sig. | Correlations | Collinearity Statistics | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
B | Std. Error | Beta | Zero-Order | Partial | Part | Tolerance | VIF | ||||
1 | (Constant) | 16.541 | 3.483 | 4.749 | 0.000 | ||||||
Motivation | 0.468 | 0.107 | 0.610 | 4.368 | 0.000 | 0.725 | 0.564 | 0.461 | 0.572 | 1.749 | |
IP | 0.129 | 0.103 | 0.176 | 1.262 | 0.214 | 0.575 | 0.193 | 0.133 | 0.572 | 1.749 |
Model a | Sum of Squares | df | Mean Square | F | Sig. | |
---|---|---|---|---|---|---|
1 | Regression | 456.216 | 2 | 228.108 | 24.392 | 0.000 b |
Residual | 383.420 | 41 | 9.352 | |||
Total | 839.636 | 43 |
Model b | R | R Square | Adjusted R Square | Std. Error of the Estimate | Change Statistics | ||||
---|---|---|---|---|---|---|---|---|---|
R Square Change | F Change | df1 | df2 | Sig. F Change | |||||
1 | 0.737 a | 0.543 | 0.521 | 0.521 | 0.543 | 24.392 | 2 | 41 | 0.000 |
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Wiwesa, N.R.; Zainodin, W.H.W.; Latiff, D.I.A.; Anindito, F.; Setiawati, R. The Role of Intellectual Property Awareness and Motivation in Game Product Innovation as a Creative Industry. Proceedings 2022, 83, 31. https://doi.org/10.3390/proceedings2022083031
Wiwesa NR, Zainodin WHW, Latiff DIA, Anindito F, Setiawati R. The Role of Intellectual Property Awareness and Motivation in Game Product Innovation as a Creative Industry. Proceedings. 2022; 83(1):31. https://doi.org/10.3390/proceedings2022083031
Chicago/Turabian StyleWiwesa, Ngurah Rangga, Wan Hartini Wan Zainodin, Dzaa Imma Abdul Latiff, Fathan Anindito, and Rahmi Setiawati. 2022. "The Role of Intellectual Property Awareness and Motivation in Game Product Innovation as a Creative Industry" Proceedings 83, no. 1: 31. https://doi.org/10.3390/proceedings2022083031
APA StyleWiwesa, N. R., Zainodin, W. H. W., Latiff, D. I. A., Anindito, F., & Setiawati, R. (2022). The Role of Intellectual Property Awareness and Motivation in Game Product Innovation as a Creative Industry. Proceedings, 83(1), 31. https://doi.org/10.3390/proceedings2022083031