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ANALISIS PLAYER SATISFACTION LEVEL MELALUI PENDEKATAN PLAYER EXPERIENCE OF NEED SATISFACTION (PENS) PADA GAME ARPG (STUDI KASUS PLAYER INDONESIA)

Tanjung, Raditya Suardi - Personal Name;

Perkembangan teknologi mendorong kemajuan industri game, termasuk genre Action Role-Playing Game (ARPG). Genshin Impact, sebagai game ARPG terkemuka, menawarkan grafis memukau, gameplay mendalam, dan dunia terbuka yang luas. Penelitian ini menggunakan metode Player Experience of Need Satisfaction (PENS) untuk mengevaluasi kepuasan pemain berdasarkan teori Self�Determination (SDT), yang mencakup kebutuhan kompetensi, otonomi, dan keterhubungan sosial. Hasil penelitian menunjukkan bahwa Genshin Impact efektif memenuhi kebutuhan kompetensi dan otonomi pemain dengan skor masing-masing 4.1126 dan 4.3235, namun aspek keterhubungan sosial mendapat skor terendah 3.4482. Skor immersion mencapai 4.0986, dan intuitive control mendapat skor 4.2962. Kesimpulan menunjukkan bahwa Genshin Impact berhasil menciptakan lingkungan permainan yang memuaskan secara psikologis, terutama dalam aspek immersion, namun perlu meningkatkan elemen keterhubungan sosial untuk lebih memenuhi kebutuhan psikologis pemain, yang dapat meningkatkan kepuasan, loyalitas, dan keterlibatan jangka panjang. Penelitian ini memberikan wawasan bagi pengembang game untuk meningkatkan desain dan fitur game ARPG di pasar yang kompetitif.


Availability
#
Central Library (Reference) T1521692024
T152169
Available but not for loan - Not for Loan
Detail Information
Series Title
-
Call Number
T1521692024
Publisher
Indralaya : Prodi Sistem Informasi, Fakultas Ilmu Komputer Universitas Sriwijaya., 2024
Collation
xvii, 82 hlm.; ilus.; 29 cm
Language
Indonesia
ISBN/ISSN
-
Classification
794.815 107
Content Type
Text
Media Type
unmediated
Carrier Type
-
Edition
-
Subject(s)
Prodi Sistem Informasi
Genshin
Specific Detail Info
-
Statement of Responsibility
KA
Other version/related
TitleEditionLanguage
PENERAPAN METODE GAME EXPERIENCE QUESTIONNAIRE (GEQ) DALAM MENGEVALUASI TINGKAT PENGALAMAN PENGGUNA PADA GAME GENSHIN IMPACT BERBASIS MOBILE.id
EVALUASI PENGALAMAN PENGGUNA ROLE PLAYING GAME (RPG) DENGAN MENGGUNAKAN METODE GAME EXPERIENCE QUESTIONNAIRE (GEQ) (Studi Kasus : Game Genshin Impact).id
REPRESENTASI BUDAYA DALAM MEDIA GAME GENSHIN IMPACT SEBAGAI SOFT POWER TIONGKOK-id
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  • ANALISIS PLAYER SATISFACTION LEVEL MELALUI PENDEKATAN PLAYER EXPERIENCE OF NEED SATISFACTION (PENS) PADA GAME ARPG (STUDI KASUS PLAYER INDONESIA)
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