Analysis of Family-Type Board Games Using the MDA Framework for the Design of a Product Design Introduction Media

Main Article Content

Claritza Nathania Setiadi
Guguh Sujatmiko
Hedi Cintya

Abstract

The product designer profession plays an important role in the creative industry; however, interest among younger generations remains relatively low. An engaging and accessible medium is needed to introduce the complexity of this profession to high school students. This study analyzes family-type board games using the MDA (Mechanics, Dynamics, Aesthetics) framework as a foundation for designing an introductory educational medium for product design. A qualitative approach was employed through observational analysis of occupation-themed board games. The study identifies mechanics, dynamics, and aesthetic during gameplay. The findings indicate that resource management and progressive development mechanics effectively simulate real-world work processes. Dynamics such as action planning and resource counting foster strategic decision-making, while strong thematic integration enhances immersion and supports understanding of the represented profession. These findings provide a conceptual basis for designing board games as educational media to introduce the product designer profession to high school students.

Downloads

Download data is not yet available.

Article Details

How to Cite
Setiadi, C. N., Sujatmiko, G., & Cintya, H. (2026). Analysis of Family-Type Board Games Using the MDA Framework for the Design of a Product Design Introduction Media. Serat Rupa: Journal of Design, 10(2), 113–124. https://doi.org/10.28932/srjd.v10i2.11630
Section
Articles

References

Ainley, M., SuzanneHidi, & Berndorff, D. (2002). Interest, learning, and the psychological processes that mediate their relationship. Journal of Educational Psychology, 94(3), 545-561. https://doi.org/https://doi.org/10.1037/0022-0663.94.3.545

Akmal, R. (2024). Mengapa desain produk itu penting untuk menarik perhatian? Telkom University. Retrieved 1 Juli from https://bpd.telkomuniversity.ac.id/mengapa-desain-produk-itu-penting-untuk-menarik-perhatian/

Bayeck, R. Y. (2020). Examining board gameplay and learning: a multidisciplinary review of recent research. Simulation & Gaming, 51(4), 411-431. https://doi.org/https://doi.org/10.1177/1046878119901286

BoardGameGeek. (2014). Welcome to BoardGameGeek. Retrieved Juli from https://boardgamegeek.com/wiki/page/Welcome_to_BoardGameGeek

Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. The Review of Educational Research, 71(1). https://doi.org/https://doi.org/10.3102/00346543071001

Fajarseli, A. S. (2023). Game online dan dampaknya bagi remaja usia sekolah di sekolah menengah atas negeri 2 Tuban. Jurnal Multidisiplin Indonesi9a, 2(9). https://doi.org/https://doi.org/10.58344/jmi.v2i9.457

Higuchi, T. (2022). Evolutional supply chain management and strategy: pencil supply chain case. In Frameworks and Cases on Evolutional Supply Chain. IGI Global Scientific Publishing. https://doi.org/https://10.4018/978-1-7998-9800-9.ch001

Huda, A. M. (2025, 22 April 2025). Mengapa desain dan pengembangan produk penting? Retrieved Juli from https://www.diklatkerja.com/blog/mengapa-desain-dan-pengembangan-produk-penting

Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research AAAI Workshop Papers 2004

Mufida, A., & Abidin, M. R. i. (2021). Perancangan board game sebagai media pembelajaran Bahasa Inggris anak usia 6-10 tahun. Barik, 2(2), 44-59. https://doi.org/https://doi.org/10.26740/jdkv.v2i3.42217

Noviadji, B. R., & Hendrawan, A. (2021). Perancangan buku ilustrasi sebagai media pengenalan bidang keilmuan desain. Jurnal Desain, 8(2). https://doi.org/http://dx.doi.org/10.30998/jd.v8i2.7930

Putri, J. G. S., & Alamin, R. Y. (2020). Perancangan boardgame tentang sejarah aliran gaya desain dengan metode gamifikasi sebagai media pembelajaran. Jurnal Sains dan Seni ITS, 9(2). https://doi.org/https://doi.org/10.12962/j23373520.v9i2.58612

Ramadhan, A., Irfani, M. Y., & Sejati, M. N. (2024). Pengenalan keilmuan desain produk melalui penerapan desain tempat pensil hasil cetak 3 dimensi untuk anak PAUD di kecamatan Cibodas Tangerang. Jurnal Pengabdian Masyarakat Bangsa, 2(4). https://doi.org/https://doi.org/10.59837/jpmba.v2i4.917