Ardi Hilal itsna, - (2023) EVALUASI GAMEPLAY PADA GAME “TEMBOK LABIRIN” DENGAN COGNITIVE WALKTHROUGH MENGGUNAKAN PLAYTESTING UNTUK MENINGKATKAN EXPERIENCE PEMAIN. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Video game dapat mempengaruhi perilaku manusia, perilaku yang bisa dianggap baik atau buruk. sehingga perlu dilakukan penelitian mengenai pengaruhnya. Pemain game dari Indonesia cukup memiliki ketertarikan terarikan terhadap game labirin dengan persentase 73,4%. Melihat semakin banyak pemain maka membutuhkan experience yang perlu ditingkatkan. Tujuan dari penelitian untuk memberikan evaluasi pada gameplay dan gambaran pola pikir pemain dengan menggunakan Cognitive Walkthrough dan Playtesting pada game Tembok Labirin. Hasil penelitian evaluasi gameplay pada game “Tembok Labirin” memiliki gameplay yang sulit dimainkan. Skor yang didapat kan untuk mengetahui tersebut menggunakan problem type dan problem seriousness. Pada tipe user untuk responden sering bermain game, jarang bermain game, dan acak memiliki skor 1,33, 1, dan 0,5. Tipe physical demand memiliki skor 0,66, 1, dan 0,15. Pola pikir pemain pun bisa terlihat karena adanya beberapa masalah yang terjadi di beberapa responden saja yang memang adanya faktor jam bermain. Penelitian untuk pengukuran pola pikir ini menggunakan problem type sebagai acuan, karena adanya perbedaan hasil disetiap kategori responden Responden sering bermain memiliki masalah pada tipe hidden dan text and icon dengan skor 0,33, untuk responden jarang bermain game memiliki masalah pada user dan feedback dengan skor 0,33 lalu 0,66 pada tipe text and icon, dan pada responden acak memiliki skor pada tipe user 0,1 lalu pada tipe user dan feedback memiliki skor sebesar 0,06. ------ Video games can influence human behavior, whether it is considered good or bad. Therefore, research is needed to study its effects. Indonesian gamers are particularly interested in maze games, with a percentage of 73.4%. As the number of players increases, it is necessary to improve the gaming experience. The objective of this study is to evaluate the gameplay and the thought patterns of players using Cognitive Walkthrough and Playtesting in the game "Tembok Labirin" (Labyrinth Wall). The results of the gameplay evaluation showed that the game is difficult to play. The scores obtained were used to determine the problem type and problem seriousness. For the user type, respondents who play games frequently, rarely, and randomly scored 1.33, 1, and 0.5, respectively. The physical demand type scored 0.66, 1, and 0.15. The thought patterns of players can also be seen, as there were several problems that occurred in some respondents due to factors such as playing time. The study of thought patterns used problem type as a reference, as there were different results in each category of respondents. Respondents who play games frequently had problems with the hidden and text and icon types, with a score of 0.33. Respondents who rarely play games had problems with the user and feedback types, with a score of 0.33, and 0.66 for the text and icon type. Respondents who play games randomly scored 0.1 for the user type and 0.06 for the user and feedback types.
Item Type: | Thesis (S1) |
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Additional Information: | link goolg scholars : https://scholar.google.com/citations?user=rmwnAewAAAAJ&hl=id&oi=ao ID sinta dosen pembimbing : Hendriyana : 6658557 Asyifa Imanda Septiana : 6681802 |
Uncontrolled Keywords: | Video game, Cognitive walkthrough, Tembok Labirin, Gameplay, Playtesting. |
Subjects: | Q Science > QA Mathematics > QA76 Computer software T Technology > T Technology (General) |
Divisions: | UPI Kampus cibiru > S1 Rekayasa Perangkaat Lunak |
Depositing User: | Ardi Hilal Itsna - |
Date Deposited: | 08 May 2023 07:30 |
Last Modified: | 08 May 2023 07:30 |
URI: | http://repository.upi.edu/id/eprint/89827 |
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