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Bina Nusantara University
The study aims to adapt traditional shadow puppets into a modern digital game. This bridges Javanese cultural values with younger generations' preferences.
Core Aim. Adapting Wayang Kulit Purwa into a 2D platformer game effectively bridges Javanese cultural heritage and the preferences of users aged 10 to 30.
The primary objective of this study is to preserve Indonesian Wayang Kulit Purwa (shadow puppet) heritage by adapting it into a modern digital game format. By leveraging the character of Gatotkaca, the research seeks to bridge the gap between traditional Javanese cultural values and the preferences of the younger generation. The central thesis posits that integrating traditional aesthetics with contemporary experience design and postmodernist principles allows cultural heritage to remain relevant and engaging in an era dominated by digital media and globalized entertainment.
The research utilizes a qualitative methodology, incorporating literature reviews, observations of digital trends, and unstructured interviews with experts from the National Secretariat of Indonesian Shadow Play (Sena Wangi) and the Association of Indonesian Puppetry (Pepadi). Data regarding digital consumption habits, such as the prevalence of online gaming among Indonesian internet users, informs the design strategy. The study adopts a platformer game model, drawing inspiration from successful global titles while maintaining 2D visual elements that honor the original shadow puppet style.
Key findings emphasize that successful cultural preservation requires moving beyond static User Interface design toward a holistic Experience Design approach. By combining traditional motifs—such as specific mountain and cloud imagery—with interactive, non-linear storytelling, the game creates a dynamic environment that appeals to users aged 10 to 30. The study concludes that digital platforms serve as a vital medium for cultural survival, provided that the design respects the core philosophical and ethical messages of the original art form while embracing the technological expectations of modern, critical audiences.
European Conference on Games Based Learning (ECGBL) · 2026