Apriliani R., W. ―Perancangan Concept ART
Game ―Ciung Wanara Udagan
Kasampurnaan (Skripsi).‖ Institut
Senin Indonesia, Yogyakarta, 2019.
http://digilib.isi.ac.id/4420/.
Badan Pengembangan dan Pembinaan
Bahasa. ―Kamus Besar Bahasa
Indonesia (KBBI).‖ Kamus Besar
Bahasa Indonesia (KBBI). Last modified
2021. Accessed July 11, 2021.
https://kbbi.web.id/animasi.
Badan Pusat Statistik. Statistik Telekomunikasi Indonesia 2019. Jakarta: Badan Pusat
Statistik, 2019.
https://www.bps.go.id/publication/
download.html?nrbvfeve=YmU5OTk
3MjViN2FlZWU2MmQ4NGM2NjYw
&xzmn=aHR0cHM6Ly93d3cuYnBzL
mdvLmlkL3B1YmxpY2F0aW9uLzIw
MjAvMTIvMDIvYmU5OTk3MjViN2
FlZWU2MmQ4NGM2NjYwL3N0YX
Rpc3Rpay10ZWxla29tdW5pa2FzaS1p
bmRvbmVzaWEtMjAxOS5odG1s&tw
oadfn.
Cakra, J. B. ―Pembuatan Game Bergenre Side
Scroller 2.5D Bertemakan Cerita
Rakyat Sawunggaling Berjudul ‗The
Legend of Sawunggaling‘ (Laporan
Akhir).‖ Stikom, Surabaya, 2018.
https://repository.dinamika.ac.id/id
/eprint/2758/1/14510160019-2018-
COMPLETE.pdf.
Candela, G., Sa´ez, M. D., r Esteban, M. E., &
Marco-Such, M. ―Reusing Digital
Collections from GLAM Institutions.‖
Journal of Information Science 46, no. 3
(2020): 1–17.
Danandjaja, J. Folklor Indonesia: Ilmu Gosip,
Dongeng, Dan Lain-Lain. 4th ed.
Jakarta: Pustaka Utama Grafiti, 1994.
Halbrook, Y. J., O‘Donnell, A. T., & Msetfi, R.
M. ―When and How Video Games
Can Be Good: A Review of the
Positive Effects of Video Games on
Well-Being.‖ Perspectives on
Psychological Science 14, no. 6 (2019):
1096–1104.
Lim, S., & Liew, C. L. ―Metadata Quality and
Interoperability of GLAM Digital
Images.‖ In Aslib Proceedings: New
Information Perspectives, 484–498.
England: Emerald Group Publishing
Limited, 2011. https://wwwemeraldcom.unpad.idm.oclc.org/insight/con
tent/doi/10.1108/00012531111164978
/full/pdf?title=metadata-qualityand-interoperability-of-glam-digitalimages.
Muhdaliha, B., & Batuaya, D. R. D. ―Film
Animasi 2 Dimensi Cerita Rakyat Bali
Berjudul I Ceker Cipak.‖ Jurnal Bahasa
Rupa 1, no. 1 (2017): 61–72.
https://jurnal.stikiindonesia.ac.id/index.php/jurnalbah
asarupa/article/view/143/52.
Mulyati, S., Sari, Y. P., Asriyani, W., Ridlo, M.
R., & Saputri, Y. ―Pemanfaatan
Perpustakaan Sekolah Sebagai
Sumber Belajar Bahasa Indonesia Di
SD Negeri Krandon 1 Tegal.‖ AL
Maktabah 5, no. 1 (July 3, 2020): 75–83.
https://ejournal.iainbengkulu.ac.id/i
ndex.php/almaktabah/article/view/3091.
Open Glam. ―Why: Everyone Should Be Able
to Access Our Collective Cultural
Heritage.‖ Open Glam. Last modified
2021. Accessed July 10, 2020.
https://openglam.org/why/.
Oxford Learner‘s Dictionaries. ―Oxford
Learner‘s Dictionaries.‖ Oxford
Learner’s Dictionaries. Last modified
2021. Accessed July 11, 2021.
https://www.oxfordlearnersdictiona
ries.com/definition/english/animati
on?q=animation.
Oxford University Press. ―Oxford Learner‘s
Dictionaries.‖ Oxford University Press.
Last modified 2021. Accessed July 13,
2021.
https://www.oxfordlearnersdictiona
ries.com/definition/english/videogame?q=video+games.
———. ―Oxford Learner‘s Dictionaries.‖
Oxford University Press. Last modified
2021. Accessed July 13, 2021.
https://www.oxfordlearnersdictiona
ries.com/definition/english/environ
ment?q=environment.
Oyelude, A. A. ―Galleries, Libraries, Archives
and Museums (Glams) and Digital
Preservation Activities.‖ Library Hi
Tech News 36, no. 6 (2019): 8–9.
Presiden Republik Indonesia. Undang-Undang
Republik Indonesia Nomor 43 Tahun
2007 Tentang Perpustakaan. Indonesia:
http://www.bpkp.go.id/uu/filedow
nload/2/36/176.bpkp., 2007.
http://www.bpkp.go.id/uu/filedow
nload/2/36/176.bpkp.
———. Undang-Undang Republik Indonesia
Nomor 5 Tahun 2017 Tentang Pemajuan
Kebudayaan. Presiden Republik
Indonesia. Indonesia:
https://peraturan.bpk.go.id/Home/
Details/37642/uu-no-5-tahun-2017,
2017.
Putra, D. B. ―Jurnal Tugas Akhir Perancangan
Media Aplikasi Smartphone
Ensiklopedia Permainan Tradisional
Jawa Barat.‖ e-Proceeding of Art &
Design 2, no. 1 (2015): 27–33.
https://openlibrarypublications.telko
muniversity.ac.id/index.php/artdesi
gn/article/view/2369/2243.
Rosyadi. ―Sistem Pengetahuan Lokal
Masyarakat Cidaun–Cianjur Selatan
Sebagai Wujud Adaptasi Budaya.‖
Patanjala 6, no. 3 (2014): 431–446.
Setianingsih, Ardani, W., & Khayati, F. N.
―Dampak Penggunaan Gadget Pada
Anak Usia Prasekolah Dapat
Meningkatkan Resiko Gangguan
Pemusatan Perhatian Dan Hiperaktivitas.‖ Gaster 16, no. 2
(2018): 191–205. http://jurnal.aiskauniversity.ac.id/index.php/gaster/ar
ticle/view/297/191.
Snyder, H. ―Literature Review as a Research
Methodology: An Overview and
Guidelines.‖ Journal of Business
Research 104, no. 11 (2019): 333–339.
Squire, K. ―Video Games in Education.‖
Http://Citeseerx.Ist.Psu.Edu/. Last
modified 2011. Accessed July 13,
2021.
http://citeseerx.ist.psu.edu/viewdoc
/download?doi=10.1.1.543.5729&rep
=rep1&type=pdf.
Suratinoyo, H. S., Wowor, H., Robot, J., &
Karouw, S. ―Cerita Rakyat Daerah
Minahasa: Implementasi Short Film
Animasi 3D.‖ Jurnal Teknik Informatika
2, no. 2 (2013): 1–8.
Temmermans, F., Ebrahimi, T., Foessel, S.,
Delgado, J., Ishikawa, T., Natu, A., &
Schelkens, P. ―JPEG Privacy and
Security Framework for Social
Networking and GLAM Services.‖
EURASIP Journal on Image and Video
Processing 1, no. 1 (2017): 1–9.
https://jivpeurasipjournals.springeropen.com/tr
ack/pdf/10.1186/s13640-017-0216-
z.pdf.
Ward, P. ―Defining ‗Animation‘: The
Animated Film and the Emergence of
the Film Bill.‖
Https://Www.Nottingham.Ac.Uk/. Last
modified 2000. Accessed July 12,
2021.
https://www.nottingham.ac.uk/scop
e/documents/2000/december2000/ward.pdf.
Witabora, J. ―Alih Wahana Pada Video Games
Dan Film.‖ Binus University: School of
Design. Last modified 2015. Accessed
July 11, 2021.
https://dkv.binus.ac.id/2015/09/29
/alih-wahana-pada-video-gamesdan-film/.
Yuliaty, C., & Priyatna, F. N. ―Lubuk
Larangan: Dinamika Pengetahuan
Lokal Masyarakat Dalam Pengelolaan
Sumber Daya Perikanan Perairan
Sungai Di Kabupaten Lima Puluh
Kota.‖ Jurnal Sosial Ekonomi Kelautan
dan Perikanan 9, no. 1 (2014): 115–125.