Designing Board Game Media to Bridge Generation Gap Between Millennials and Alphas
DOI:
https://doi.org/10.34010/visualita.v14i1.16418Keywords:
Generation Gap, Slang Language, Board Game, Design Thinking, MiscommunicationAbstract
The differences between the Millennial and Alpha generations often create a generation gap, particularly in habits, cultural development, and communication styles. These differences frequently lead to miscommunication that affects relationships between generations, both within families and social environments. This study aims to design an interactive board game to address these miscommunication issues in a fun and educational way, using the Design Thinking method. In this method, the first step is to understand the communication differences between generations, followed by problem definition and ideation of solutions. This board game is designed with a challenge-based mechanism, where players from both generations compete to understand and use the slang language typical of each generation. The design of this game promotes positive interaction and enriches intergenerational understanding. Through trials and iterations in Design Thinking, it is expected that this board game will improve awareness, tolerance, and communication skills between generations. With a flexible and easy-to-play concept, this board game offers an effective and interactive alternative to strengthen the relationship between Millennials and Alphas, while reducing miscommunication.
Downloads
References
Akbar, M. R. A., Vebryanti, M., Tsani, F. N., & Zavira, H. Z. (2024, March 7). Analisis perbedaan penggunaan gaya bahasa antara generasi milenial dan generasi z dalam komunikasi online: Studi kasus akun x @xcintakiehlx dan @nnauraayu. Jurnal Pendidikan Tambusai, 8(2), 27167–27175. https://doi.org/10.31004/jptam.v8i2.16741
Anggraini, A. M., & Wijayanti, Q. N. (2024, January 12). Analisis pengaruh miskomunikasi dalam suatu hubungan. Jurnal Media Akademik (JMA), 2(1). https://doi.org/10.62281/v2i1.104
Budiasa, I. G., Savitri, P. W., & Dewi, A. A. S. S. (2021, May 26). Slang language in Indonesian social media. Lingual Journal of Language and Culture, 11(1), 30–36. https://doi.org/10.24843/LJLC.2021.v11.i01.p06
Dwistia, H., Iqbal, M., Sodikin, S., & Munandar, S. (2024, November 28). Pola asuh orang tua milenial dalam mendidik anak generasi alpha di era transformasi digital. Jurnal Ilmu Pendidikan Dan Kearifan Lokal, 4(6), 927–938. https://www.jipkl.com/index.php/JIPKL/article/view/196
Eka, M. (2024, August 21). Panduan Lengkap Design Thinking: Metode Menyelesaikan Masalah. Direktorat Pusat Teknologi Informasi Telkom University. https://it.telkomuniversity.ac.id/design-thinking-adalah/
Harjono, A. (2021, December 26). Cara mengatasi kesenjangan generasi (generation gap) dalam keluarga. Satu Persen. https://satupersen.net/blog/mengatasi-kesenjangan-generasi-dalam-keluarga
Kanda, A. S., & Yunita, N. R. (2024, January 2). Analisis faktor penyebab miskomunikasi antara karyawan di club royal hidrofit bandung. Jurnal Ilmiah Ekonomi Dan Manajemen, 2(2). https://doi.org/10.61722/jiem.v2i2.931
Melissa, P., Siregar, M. B. N., Shakira, F. M., Haz, L., & Rangkuti, R. (2024, December 31). Variation of slang words between Gen Z and Gen Alpha: A sociolinguistics study. Philosophica, 7(2), 115-125. https://doi.org/10.35473/po.v7i2.3545
Ningrum, A. T. W. (2023, September 3). Generation gap: Pengertian dan dampak yang tak disadari. Sediksi. https://sediksi.com/pengertian-generation-gap/
Oxford University Press. (2024, December 2). ‘Brain rot’ named Oxford Word of the Year 2024. https://corp.oup.com/news/brain-rot-named-oxford-word-of-the-year-2024/
Permanasari, A. (2024, May 21). Generasi alpha: Digital natives. RRI.co.id. https://www.rri.co.id/iptek/699796/generasi-alpha-digital-natives
Putra, Y. S. (2016). Theoritical review: Teori perbedaan generasi. Among Makarti, 9(18), 123-134. https://doi.org/10.52353/ama.v9i2.142
Sitompul, L. R., Japar, M., Sukardjo, M., Azhar, M. H., & Saepuloh, L. (2023, July 31). Kepemimpinan digital masa depan melalui pendidikan karakter generasi alpha [Future digital leadership through character education for the alpha generation]. Polyglot: Jurnal Ilmiah, 19(2), 254-266. https://doi.org/10.19166/pji.v19i2.6465
Soedewi, S., Mustikawan, A., & Swasty, W. (2022, April). Penerapan metode design thinking pada perancangan website UMKM Kirihuci. Pro-tek: Jurnal Ilmiah Teknik Arsitektur dan Desain Komunikasi Visual UNIKOM, 10(2), 79-96. https://doi.org/10.34010/visualita.v10i02.5378
Wibawanto, W. (2024). Board game edukasi. Nas Media Pustaka. https://books.google.co.id/books?id=K9U4EQAAQBAJ
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Evan Tjandra Khosasih, Maria Nala Damajanti, Rifqi Athallah Octaviano

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Authors who publish with Visualita agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive public distribution and display of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors wishing to include items (such as images or other media, or any creative works of others whether previously published or not) must contact the original copyright holder to obtain explicit permission to publish these items in Visualital. Writing permission should include: the title(s) of any copyrighted work, original place of publication if applicable, and an acknowledgement of having read Visualita copyright notice. Authors are responsible for obtaining this permission and keeping it in their own records for later verification.





