Abstract

Reading behaviour is an important factor in building a society that is ready to face the global competition era. Reading behaviour has become important since it helps people to develop their mind; expand creativity and imagination; and discover new things. However, the average reading behaviour of Indonesians, especially for the young generation, is still low. It is evidenced by most of the youth nowadays prefer using their smartphones rather than reading books. With the available technology of smartphones and tablets, it could become one of the many potential ways in addressing the lack of their reading behaviours f. The utilization of a text-based game could encourage and motivate people to be involved in more reading activities. This paper describes a study to develop and enhance a text-based game that has a potential feature to motivate the reading behaviour of youths. The outcome of this study is to evaluate the possibility of text-based games as an alternative method in encouraging the young generation to improve their reading habits and behaviours.

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