Game Simulasi Pemilihan Calon Presiden Menggunakan Metode Finger Detection
DOI:
https://doi.org/10.59841/saber.v2i4.1773Keywords:
game, python, election, pcAbstract
The presidential election simulation game using the Python programming language is designed to provide players with an interactive experience in protecting society through the leadership election process. In this game, players will choose between several presidential candidates represented by a specific character. Each nominee has a different platform and vision, and players must make smart decisions to meet the needs and expectations of society. Through a game mechanism that involves policy choices, campaigns, and community responses, players will experience the impact of political decisions on community conditions in a simulated manner. The player's score or achievement will be reflected in the level of public support obtained by the selected candidate. The ultimate goal is to provide players with an understanding of the complexities and responsibilities of choosing leaders who are able to protect society well.
References
Andryana, S., & Sholihati, I. D. (2021). Rancang Bangun Game Edukasi Pecah Balon Berbasis Android Menggunkan Algoritma Ficher-Yates. JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika), 6(2), 259-266.
Iyengar, S. S., Valarmathy, S., & Srinivasan, S. (2019). Survei tentang pengenalan gerakan tangan menggunakan penglihatan komputer. Jurnal Internasional Penelitian Komputer dan Teknik, 8(3), 234-244.
Krisdiawan, R. A., Rohmana, M. F., & Permana, A. (2020). Pembuatan Game Runaway From Culik Dengan Algoritma Fuzzy Mamdani. Buffer Informatika, 6(1), 38-46.
Lutz, M. (2013). Learning Python. O'Reilly Media.
Singh, A. K., Kumar, P., & Singh, R. (2018). Pelacakan tangan waktu nyata menggunakan OpenCV. Jurnal Internasional Teknik dan Teknologi, 10(2), 1-9.
Singh, S. K., Singh, R., & Kumar, P. (2017). Pengembangan game menggunakan Python dan Pygame. Jurnal Aplikasi Komputer Internasional, 158(1), 1-8.
Sutarman, A. B., Rahmanto, Y., & Puspaningrum, A. S. (2022). Pembuatan Game Edukasi Pembelajaran Kata Imbuhan Untuk Tingkat Sekolah Dasar (Studi Kasus Sd Negeri Karang Sari Lampung Utara). Jurnal Informatika dan Rekayasa Perangkat Lunak, 3(2), 202- 212.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.