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This research evaluates the comparative immersive levels of a "Trivia Hidden Object" game presented in two formats: a mobile application and a paper-based version. Conducted in Indonesia, the study specifically targets participants aged 40 and older, a demographic that experienced the emergence of digital gaming in the early 2000s. The primary objective is to determine whether digital platforms provide a more immersive experience than traditional paper media for this age group, thereby informing the design of future educational games.
The methodology involved developing a custom Trivia Hidden Object game using the Game Development Life Cycle (GDLC) model, which was then adapted into a manual paper-based format. Researchers recruited 40 employed participants, split equally into two groups, to test the respective versions. Immersion was measured using a 24-item questionnaire covering six scales: Interest, Usability, Emotional Attachment, Engrossment, Focus of Attention, and Presence. Data were analyzed using mean scores, standard deviation, and Cronbach’s Alpha to ensure reliability.
Key findings indicate that the mobile application version significantly outperforms the paper-based version in immersion, achieving a total average score of 5.85 compared to 4.43 for the paper format. While both versions maintained acceptable reliability, the application version consistently scored higher across all measured scales. Notably, the "Interest" scale showed the largest disparity between the two media. Furthermore, the study identified gender-based variations in immersion, with men and women showing different preferences for specific game elements. The results conclude that digital applications are more effective at fostering immersion among older adults, though the study acknowledges that findings are limited to the specific genre tested and suggests that future research should expand to include diverse game genres and broader age demographics.