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Understanding Mental Health and Depression through “Carpe Diem” Playtest Session

“Carpe Diem” is a board game developed by Kummara and Faculty of Medicine Bandung Islamic University (UNISBA) team also supported by Institute of Mental Health Singapore, aiming to raise youth awareness about mental health and depression. Last November, Kummara held the first playtest session and this month we continue to hold the second playtest session.

This playtest session was attended by 24 medical students from UNISBA. They were divided into groups of 3 and each group represents 1 character. For about 1 hour, they need to support each other to overcome bad days, such as got into a traffic accident, broke up with their boyfriend/relationship or dropped out of school. If one of them cannot survive the day, they will get a depression card, which will make their days even harder. They also can seek help from professional and experts to consult so that they can survive the day.

After the session, all the participants shared the learning points that they get from the game. We were happy to see that after the game session, they became more aware about depression and willing to help their friend when in needs.

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Working Memory Game for ADHD Children

Kummara collaborates with the Gamelab Team Computer Science Program of Binus International and Rumah Sakit Cipto Mangunkusumo (National Hospital of Cipto Mangunkusumo) lead by dr. Tjhin Wiguna to creates Permainan Memori untuk Anak-Anak (Memory Games for Children).

The game is designed to help improving working memory of children with ADHD symptoms. The core gameplay is focused on pick and delivery concept where a player needs to deliver several items to several places. It provides variations in clue in form of visual, sound, and combining both. The initial game (design) concept is provided by Kummara team with Brendan Satria as Lead Game Designer and developed by the Binus Gamelab team lead by Mr. Raymond Bahana.

The initial research program has completed by involving students from several elementary schools in Jakarta and has provided positive results also significant impacts of the game as intervention media. We are really proud to see that one of our collaboration projects has proven to have a positive impact.

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Sharing Session with Gameloft Indonesia


While spending his Winter Time in Yogyakarta, Eko had a chance to meet Gameloft Indonesia team. In front of Gameloft team, Eko shared about Kummara and the concept behind board games.

Eko started his sharing session by sharing what he and Kummara team believe, that game can make a change and bring positive impacts. He talked about how Kummara started and when people still relate game with addiction and violence. As Kummara grows and creates more products, more people start to believe in the potential of game. Not only board game, but also for serious games and gamification. After the sharing session, the QnA session was packed with questions about game design process and ideas in developing game.

Up until this year, board game industry keeps on growing. Currently, there are 16 local publishers and 12 board game cafe and libraries in Indonesia with more than 20 titles of local board games. This growth hopefully can bring a change in creative industry in Indonesia and also bring more positive impact and message.

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ThinkLog: Interactive Learning for Supply Chain Management

“ThinkLog: Interactive Learning for Supply Chain Management” paper was presented at IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) 2017 on December 12-14 2017 at The Education University of Hong Kong, Tai Po, Hong Kong. ThinkLog, an expandable interactive learning framework board game, is develop by Kummara and The Logistics Institute Asia Pacific – National University Singapore.

ThinkLog was developed to facilitate learning on Supply Chain Management. It serves as a face-to-face interactive learning tool that can be expanded to cover variations of scenarios. After three interactive sessions with government officials in Indonesia, ThinkLog was effective in deepening the players’ understanding of Supply Chain Management concepts.

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Understanding Conflict and Avoiding Prejudice at Boardgame For Peace Surabaya

The third Boardgame For Peace workshop was held last week in Surabaya. 58 participants from high school and university students joined in 2 days workshop held by Peace Generation to become agent of peace by learning about peace and tolerance.

On the second day of the workshop, Augi lead the session. Before trying “Galaxy Obscurio”, a board game created by Peace Generation Indonesia and supported by Kummara, Augi explained briefly about boardgame and it’s potential to spread positive message. Then, all the participants played the game led by their facilitators.

After the play session, participants shared their feelings during the play session and learning points that they get from the game. Most of them shared about conflicts in the game and how to resolve it and also teamwork to achieve the goal. Augi concluded the learning points and shared some tips on how to make a play session engaging and bring the learning points afterwards. Participants then given a mission to play “Galaxy Obscurio” with as many as people they can at different public spaces around workshop location.

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Logistics and Warehouse Management Through Board Game

Kummara presented a game session for leaders and experts from government and affiliated organizations involved in urban logistics and transportation management operations for “Urban Logistics & Land Transportation Management Workshop” in Makassar. This 3-days workshop organized by National University of Singapore and Coordinating Ministry for Economic Affairs with the support of Temasek Foundation International.

Eko led the game session where participants played an expandable interactive learning framework board game which is a result of joint collaboration between Kummara and TLIAP-NUS. By implementing MCDM/A (Multi-Criteria Decision Making/Analysis), players can make the best decision regarding their warehouse location using different parameters, such as distance, congestion, and warehouse cost. For 2 hours, participants which divided int groups were actively involved in the game and competed to be the best players.

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Entering the Startup Universe Through Boardgaming

Eko was invited at CATGEIST Vol. 1 “Entering the Startup Universe Through Boardgaming” held at Code Margonda, Depok. This event aims to introduce boardgames as a tool and experimental platform to try out ideas for a startup. Aside from gaming, board games can be used as a media to learn on how to build and maintain startups for enthusiasts or for those who interested in the dynamics of startup.

Before starting his presentation, Eko asked the audience to play reverse werewolf games where all the audience became the werewolf and need to find humans who enter the werewolf village. This session not only worked as an icebreaker but also to give a chance for the audience to imagine that in startup industry there will be a lot of changes happen without notice and we need to be ready for it.

Eko started his presentation by introducing the history of boardgame and the positive impact of playing. Eko also reminded the audiences that a well-design board game can deliver a strong message when we play it seriously. Board games can also give us a new perspective and become problem-solving tools for problems around us.

After the presentation session, audience tried various boardgames including from Indonesia. Business Craft, board game created by Kummara and CIAS Business Innovation Consulting about business innovation also presented in the event.

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Learn to Tolerate and Resolve Conflict at Boardgame for Peace Solo

After Boardgame For Peace workshop in Bandung, this month Boardgame For Peace workshop was held in Solo. 60 participants from high school and university students joined for 2 days to learn about peace and tolerance also how to spread it in their community.

On the second day, every participant received “Galaxy Obscurio”, a board game created by Peace Generation Indonesia with support from Kummara. Before starting the play session, Isa explained about boardgame and how to use it to bring positive impact. After that, everyone in groups tried the game for several sessions with facilitators.

After the play session, Isa asked participants about the learning points that they can take from the game and during the session. Isa concluded all the learning points and gave a bit of explanation on how to use game as an effective learning tool. After that, participants were given a mission to play “Galaxy Obscurio” with different people near the workshop location and spread positive message from the game.

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Ngummara with Expert, Kevin Yonathan

For this month’s Ngummara With Expert, we invited Kevin Yonathan all the way from Solo. He is the owner of Plevia raincoat and collaborating with Gibran Rakabuming Raka for Tugas Negara Bos raincoat.

Kevin started his sharing session with how he first join the raincoat industry. His big family already involved in raincoat industry and expected him to run the family business after his study. But instead, he created his own brand with different approach. Plevia raincoat have a modern model compare to the old raincoat which makes them standing out from the other.

Another obstacle in raincoat industry is weather. A lot of raincoat is sold during the rain season, but it’s harder to sell during dry season. So their strategy is to produce raincoat as many as they can while making marketing plan during dry season and then sell it according to their marketing plan during rain season.

We learned about marketing an distribution management also Kevin reminded us that innovation and good quality products are important to create demand and sell better. Thank you Kevin!

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Be Aware of Depression and Mental Health Through Board Game

As the next step in board game development process, Kummara held a playtest session for “Carpe Diem”. “Carpe Diem” is a board game developed by Kummara and Faculty of Medicine Bandung Islamic University (UNISBA) team also supported by Institute of Mental Health Singapore, aiming to raise youth awareness about mental health and depression.

The session was attended by 24 medical students from UNISBA and they got the chance to play the game for 1 hour. During the game, players are best friends and they need to support each other to overcome bad days. If one of them cannot survive the day, they will get a depression card, which will make their days even harder. They also can seek help from professional and experts to make sure that they can survive the day.

After the session, all the participants wrote all the learning points that they get from the game.

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