Penerapan dynamic difficulty adjustment berbasis waktu untuk meningkatkan pengalaman bermain = Implementation of time-based dynamic difficulty adjustment to raise player experience

Rampen, Jesus Gratia (2024) Penerapan dynamic difficulty adjustment berbasis waktu untuk meningkatkan pengalaman bermain = Implementation of time-based dynamic difficulty adjustment to raise player experience. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Players speedruns a game after finishing where speedrun means lowest player interaction with the system. The researcher then tries to adjust the player’s tempo using a Dynamic Difficulty Adjustment (DDA). The research would be in the form of a questionnaire (GUESS) conducted to analyze the satisfaction of application. The researcher will make a 2D Platformer game using Unity as its base. The game will be made using fuzzy DDA to adjust its tempo. After the game’s development, the researcher will conduct a survey using GUESS to ask the respondent to try the game the researcher made. Through the game, the researcher hopes to satisfy the players proven through the survey. The result was then tested for validation, reliability, and normality. Validity test states that Pearson Correlation belonging to all factor is above 0.344 which means the data is valid. The value of Cronbach Alpha was 0.961 which it was reliable. The Shapiro-Wilk test shows most data was not normal resulting in the usage of non-parametric test. One-Sample Wilcoxon Signed-Rank Test was used and is proven that the Time Based DDA in this game satisfies the player base. / Pemain melakukan speedrun setelah menyelesaikan sebuah game di mana speedrun berarti interaksi pemain dengan sistem sesedikit mungkin. Salah satu cara untuk mengatur tempo pemain adalah menggunakan Dynamic Difficulty Adjustment (DDA). Hasil penelitian berupa kuesioner (GUESS) yang dibuat untuk diteliti tingkat kepuasan aplikasi. Peneliti akan membuat game 2D Platformer dengan aplikasi Unity sebagai basisnya. Game akan dibuat dengan DDA fuzzy sebagai pengatur tempo. Setelah game dikembangkan, peneliti akan membuat survei berbasis GUESS untuk meminta responden mencoba game yang dibuat oleh peneliti. Melalui game yang dibuat, peneliti berharap permainan dapat memuaskan pemainnya yang dibuktikan melalui survei. Hasil kuesioner kemudian diuji untuk validitas, reliabilitas, dan normalitas. Pengujian validitas menyatakan bahwa data keseluruhan faktor Pearson Correlation berada di atas 0.344 yang berarti data valid. Nilai Cronbach Alpha adalah 0.961 yang artinya kuesioner dapat dipercaya. Pengujian normalitas Shapiro-Wilk menunjukkan data sebagian besar tidak normal sehingga pengujian harus menggunakan uji non-parametrik. Pengujian non-parametrik One-Sample Wilcoxon Signed-Rank Test dilakukan dan terbukti bahwa DDA berbasis waktu game ini telah berhasil memuaskan pemain.
Item Type: Thesis (Bachelor)
Creators:
Creators
NIM
Email
ORCID
Rampen, Jesus Gratia
NIM01082210015
rampenj@hotmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Suryapranata, Louis Khrisna Putera
NIDN0330109102
louis.suryapranata@uph.edu
Uncontrolled Keywords: dynamic difficulty adjustment; fuzzy; game.
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Depositing User: JESUS GRATIA RAMPEN
Date Deposited: 24 Feb 2025 04:58
Last Modified: 24 Feb 2025 04:58
URI: http://repository.uph.edu/id/eprint/67208

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