Analisis User Experience Pada Game Mobile Legends dengan Menggunakan Metode System Usability Scale


  • Meindita Andriano Nanda * Mail Universitas Islam Nahdlatul Ulama, Jepara, Indonesia
  • R. Hadapiningradja Kusumodestoni Universitas Islam Nahdlatul Ulama, Jepara, Indonesia
  • Gentur Wahyu Nyipto Wibowo Universitas Islam Nahdlatul Ulama, Jepara, Indonesia
  • (*) Corresponding Author
Keywords: Usability; System Usability Scale (SUS); MOBA; User Experience; Online Games

Abstract

The most popular game today is a mobile game, because it can be played anytime and anywhere, in the case of Mobile Legend Bang-Bang which has been used by more than one million users. Mobile Legend is one of the MOBA (Multiplayer Online Battle Arena) games, MOBA games are online games that combine RPG (Role Playing Game) and RTS (Real Time Strategy)   to test the user experience based on usability using the System Usability Scale (SUS) method. (SUS) is one of the usability testing methods to obtain significant analysis results, questionnaires are given to 100 respondents who have been selected based on active users of Mobile Legends Bang-Bang in order to get a representative score result. This study aims to e.valuate the experience and feelings of player users using the Game Experience Questionnaire (GEQ) instrument. GEQ only focuses on the user's experience and feelings while playing. The results of the GEQ based on three modules, namely the Core Module, Social Presence Module and Post Game Module, showed good results in each dimension, such as in the dimensions of Positive Affect, Competence, Immersion, Empathy and Positive Experience, proving that respondents enjoyed the game by feeling that they could finish the game easily and did not feel negative impacts. With the calculation of data obtained based on the score results calculated based on the calculation formula of the System Usability Scale method, if the score result is less than 68, Mobile Legend needs a more significant improvement in terms of its usability.

Downloads

Download data is not yet available.

References

N. Kurnada and R. Iskandar, “Analisi tingkat kecanduan bermain game online terhadap siswa sekolah dasar,” basicedu, vol. 5, no. 6, pp. 5660–5670, 2021.

R. N. Rahmadianti, A. H. Nasution, and M. F. Sugihartanto, “Analisis Faktor-faktor yang Mempengaruhi Keputusan Pembelian Virtual Item dalam Online Mobile Game (Studi Kasus: Mobile Legends Bang Bang),” J. Tek. ITS, vol. 10, no. 2, 2021, doi: 10.12962/j23373539.v10i2.70332.

D. Octoriska, “Penerapan Metode Game Experience Questionaire Dalam Mengevaluasi Tingkat Pengalaman Pengguna Game Mobile Legends,” J. Ekon. Vol. 18, Nomor 1 Maret201, vol. 2, no. 1, pp. 41–49, 2020.

H. H. Nurjayanti, “Proses Komunikasi Dua Arah Pada Fitur Quick Chat Game Online Mobile Legends : Bang Bang,” J. Soc. Sci. Res., vol. 3, no. 6, pp. 3153–3163, 2023.

monavia ayu Rizaty, “Pemain Mobile Legends Dunia Capai 80,76 Juta pada Desember 2022,” DataIndonesia.id, 2022. https://dataindonesia.id/varia/detail/pemain-mobile-legends-dunia-capai-8076-juta-pada-desember-2022 (accessed Sep. 02, 2024).

Tonggi Simajuntak, “Jumlah Pemain Game Mobile Legends di 2023 Melonjak Drastis!,” revivaltv.id, 2023. https://revivaltv.id/berita/jumlah-pemain-game-mobile-legends-2023 (accessed Sep. 23, 2024).

D. P. Kesuma, “Evaluasi Usability Pada Web Perguruan Tinggi XYZ Menggunakan System Usability Scale,” J. Teknol. Sist. Inf., vol. 1, no. 2, pp. 212–222, 2020, doi: 10.35957/jtsi.v1i2.518.

D. K. Muslim, E. Muhammad, E. M. A. Jonemaro, and T. Afirianto, “Evaluasi User Experience pada Game Mobile Legend menggunakan Cognitive Walkthrough,” J. Pengemb. Teknol. Inf. dan Ilmu Komput., vol. 6, no. 6, pp. 2567–2572, 2022, [Online]. Available: https://j-ptiik.ub.ac.id/index.php/j-ptiik/article/view/11110/4917.

M. Huda, “Analisis User experience Pada Game Online Mobile Legend Versi 1.4.14.4454 Dengan Menggunakan Game-design Factor Questionaire,” vol. 8, no. 1, pp. 25–34, 2020.

et al Nursafika, “Psychology Point Of View: Game Addiction Based On User Experience Using The GEQ (UX) Method,” Int. Conf. Circuit, Syst. Commun., pp. 1--5, 2024, doi: 10.1109/ICCSC62074.2024.10616868.

A. Rahman, R. I. Rokhmawati, and ..., “Evaluasi User Experience Pada Game PC Building Simulator Dengan Menggunakan Metode Game Experience Questionnaire (GEQ),” J. Pengemb. Teknol. Inf. dan Ilmu Komput., vol. 5, no. 1, pp. 53–59, 2021, [Online]. Available: http://j-ptiik.ub.ac.id/index.php/j-ptiik/article/view/8382%0Ahttp://j-ptiik.ub.ac.id/index.php/j-ptiik/article/download/8382/3873.

Ilham Firman Ashari and Rahmat Rizky Muharram, “Pengembangan Antarmuka Pengguna Kolepa Mobile App Menggunakan Metode Design Thinking Dan System Usability Scale,” JSiI (Jurnal Sist. Informasi), vol. 9, no. 2, pp. 168–176, 2022, doi: 10.30656/jsii.v9i2.4993.

P. Vlachogianni and N. Tselios, “Perceived Usability Evaluation of Educational Technology Using the Post-Study System Usability Questionnaire (PSSUQ): A Systematic Review,” Sustain., vol. 15, no. 17, 2023, doi: 10.3390/su151712954.

J. Nielsen, “Usability engineering at a discount,” revivaltv.id., 2023. https://revivaltv.id/news/mlbb/jumlah-pemain-game-mobile-legends-2023%0A (accessed Sep. 03, 2024).

E. A. Rahmasari and A. F. Yogananti, “Kajian Usability Aplikasi Canva (Studi Kasus Pengguna Mahasiswa Desain),” ANDHARUPA J. Desain Komun. Vis. Multimed., vol. 7, no. 01, pp. 165–178, 2021, doi: 10.33633/andharupa.v7i01.4292.

N. Tri, A. Putra, I. Gede, A. Chandra Wijaya, I. Kadek, and D. Saputra, “Usabilty Testing Game Pubg Mobile Dengan Metode System Usabilty Scale (Sus),” J. Tek. Inform., vol. 2, no. 2, pp. 113–120, 2023, [Online]. Available: https://journal.unisnu.ac.id/JTINFO/article/view/644.

M. Nopita, S. D. Purnamasari, and H. Yudiastuti, “Evaluasi Usability Website SMA PGRI 2 Palembang Menggunakan System Usability Scale (SUS),” J. Mantik, vol. 6, no. 3, pp. 3299–3307, 2022.

F. G. Sembodo, G. F. Fitriana, and N. A. Prasetyo, “Evaluasi Usability Website Shopee Menggunakan System Usability Scale (SUS),” J. Appl. Informatics Comput., vol. 5, no. 2, pp. 146–150, 2021, doi: 10.30871/jaic.v5i2.3293.

M. I. F. Ramadani, “Penarikan Diri Dalam Game Online (Studi Deskriptif Kualitatif Withdrawal Gamer Mobile Legends Mahasiswa Ilmu Komunikasi UMS 2014),” vol. 66, 2018.

M. Ikmal, F. Hasibuan, D. Setiawan, and D. S. Kusumo, “UI/UX Prototyping for Mobile Legends Quick Application through The Design Thinking Method (Case Study: Mobile Legends E-Sport),” JINAV J. Inf. Vis., vol. 4, no. 2, pp. 2746–1440, 2023, [Online]. Available: https://doi.org/10.35877/454RI.jinav1837.


Bila bermanfaat silahkan share artikel ini

Berikan Komentar Anda terhadap artikel Analisis User Experience Pada Game Mobile Legends dengan Menggunakan Metode System Usability Scale

Dimensions Badge
Article History
Published: 2024-09-29
Abstract View: 56 times
PDF Download: 26 times
Section
Articles