Korelasi Controller dan Story Terhadap Game Experience pada Exergames

Authors

  • Viny Julyanita Aslan Univeristas Amikom Yogyakarta
  • - Rizky Universitas Amikom Yogyakarta

DOI:

https://doi.org/10.33633/tc.v22i1.7139

Keywords:

CEGE, Exergames, Controller, Questionnaire, Game Experience.

Abstract

Penyebaran Covid-19 mengakibatkan banyak masyarakat harus mengurangi aktivitas diluar, sehingga mengalami kebosanan selama daring, untuk menghindari kejenuhan salah satu aktivitas dilakukan yaitu bermain game.  Pada penelitian ini penulis akan meneliti game olahraga tentang korelasi story dan nonstory serta kontrolernya pada game yang bergenre hampir sama Exergames yaitu Ring Fit Adventure dan Fitness Boxing 2. Penelitian ini akan diuji dengan melakukan pengambilan kuesioner pengalaman kepada 25 responden yakni mahasiswa dengan kisaran umur 18-25 tahun terhadap pengalaman bermain dengan menggunakan metode Core Elements of the Gaming Experience (CEGE) dengan tujuan mempelajari pengalaman bermain game secara objektif. Para responden akan diberi waktu bermain 10 menit setiap permainan. Pengisian kuesioner dengan jumlah 38 pernyataan dengan skala enjoyment, frustration, CEGE, puppetry, video-game. Hasil dari penelitian akan dikelola menggunakan rumus MEAN atau rata-rata dan Standart Deviasi (SD). Dari hasil analisis yang telah dilakukan walaupun tidak memiliki perbedaan yang signifikan, ternyata   pemain lebih dominan nyaman pada game Ring Fit Adventure.

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Published

2024-06-21