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Abstract
Pertumbuhan industri game di Indonesia tampak sangat menonjol, dan sektor ini memiliki potensi untuk memberikan sumbangan positif terhadap perekonomian negara. Google Play hadir sebagai platform yang membantu pengembang game dalam mengelola bisnis mereka serta memberikan akses bagi masyarakat Indonesia, khususnya pengguna ponsel berbasis Android, untuk menikmati hiburan game. Popularitas game di Indonesia meliputi segmen demografis yang luas, mulai dari anak-anak hingga orang dewasa. Permasalahan yang terjadi di Indonesia menurut survey yang dilakukan oleh Fenwick et al., (2020) Berdasarkan data yang dikumpulkan Indonesia berada di peringkat 55 dari 100 negara yang di survei, dengan skor sebesar 63.6, yang menunjukkan bahwa masih terdapat ruang untuk peningkatan kualitas pengalaman bermain game mobile di Indonesia. Penelitian ini memiliki tujuan untuk mengkaji kualitas mobile game di Indonesia dengan menggunakan pendekatan analisis pada ulasan lima game teratas yang populer paling aktif dimainkan dalam Top Games Google Play di Indonesia. Analisis ini dilakukan dengan menggunakan metode topic modeling untuk mengidentifikasi faktor-faktor yang mempengaruhi kualitas game. Ditemukan bahwa terdapat berbagai masalah yang terungkap dalam ulasan yang diberikan oleh para pemain pada ke lima game tersebut. Adapun game Mobile Legend memerlukan perhatian yang lebih terhadap dimensi Effectiveness In Use, game Clash Of Clans memerlukan perhatian yang lebih terhadap dimensi Satisfaction, game Stumble Guys memerlukan perhatian yang lebih terhadap dimensi Effectiveness In Use, game Higgs Domino Island memerlukan perhatian yang lebih terhadap dimensi Satisfaction, dan game Roblox memerlukan perhatian yang lebih terhadap dimensi Satisfaction. Hasil dari penelitian ini diharapkan dapat membantu dalam meningkatkan kualitas game yang tersedia di Indonesia, sehingga dapat lebih memenuhi harapan pengguna dan membawa kontribusi positif pada perekonomian sektor industri game di Indonesia.
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References
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- Joeckel, S. (2017). The impact of experience: The influences of user and online review ratings on the performance of video games in the US market. 3rd Digital Games Research Association International Conference: “Situated Play”, DiGRA 2007, July, 629–638.
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References
Airoldi, E. M., Blei, D. M., Erosheva, E. A., & Fienberg, S. E. (2014). Handbook of mixed membership models and their applications. In Handbook of Mixed Membership Models and Their Applications. https://doi.org/10.1201/b17520
Alamsyah, A., & Bernatapi, E. A. (2019). Evolving Customer Experience Management in Internet Service Provider Company using Text Analytics. Proceeding - 2019 International Conference on ICT for Smart Society: Innovation and Transformation Toward Smart Region, ICISS 2019. https://doi.org/10.1109/ICISS48059.2019.8969828
Anggy Trisnadoli. (2015). Analisis Kebutuhan Kualitas Perangkat Lunak Pada Software game berbasis Mobile. Jurnal Komputer Terapan, 1(2), 1–2.
APPLOVIN. (2021). ARPDAU - Mobile App Glossary | AppLovin. https://www.applovin.com/glossary/arpdau/
Chiu, C. C., Sung, R. J., Chen, Y. R., & Hsiao, C. H. (2013). App review analytics of free games listed on google play. Proceedings of the International Conference on Electronic Business (ICEB), May 2021, 172–183.
Data AI. (2022). Top Apps Active Users Google Play in Indonesia. https://www.data.ai/intelligence/top-apps/usage/overview?date=!(“2022-09-09”,’2022-10-08’)&device_code=android-all&country_code=ID&granularity=daily&top-apps.breakdown=gp&category_id=400001
Dihni, V. A. (2022). Jumlah Gamers Indonesia Terbanyak Ketiga di Dunia. https://databoks.katadata.co.id/datapublish/2022/02/16/jumlah-gamers-indonesia-terbanyak-ketiga-di-dunia
Fenwick, S., Khatri, H., & Fogg, I. (2020). The State Of Mobile Games Experience In The 5G ERA. https://cdn.opensignal.com/public/data/reports/pdf-only/data-2020-02/state_of_mobile_games_experience_february_2020_opensignal_2.pdf
Ignatow, G., & Mihalcea, R. (2021). An Introduction to Text Mining: Research Design, Data Collection, and Analysis. In An Introduction to Text Mining: Research Design, Data Collection, and Analysis. SAGE Publications, Inc. https://doi.org/10.4135/9781506336985
Joeckel, S. (2017). The impact of experience: The influences of user and online review ratings on the performance of video games in the US market. 3rd Digital Games Research Association International Conference: “Situated Play”, DiGRA 2007, July, 629–638.
Lin, D., Bezemer, C. P., Zou, Y., & Hassan, A. E. (2019). An empirical study of game reviews on the Steam platform. Empirical Software Engineering, 24(1), 170–207. https://doi.org/10.1007/s10664-018-9627-4
Satista. (2022). Market share of mobile operating systems in Indonesia from January 2013 to August 2022, by operating system. https://www.statista.com/statistics/262205/market-share-held-by-mobile-operating-systems-in-indonesia/
Sorta, T. (2021). Industri Gim Sumbang Rp 25 T ke Ekonomi RI, Berapa Besar Potensinya? https://katadata.co.id/sortatobing/digital/6109149a42fff/industri-gim-sumbang-rp-25-t-ke-ekonomi-ri-berapabesar-potensinya
Trisnadoli, A., Hendradjaya, B., & Danar Sunindyo, W. (2015). A proposal of quality model for mobile games. Proceedings - 5th International Conference on Electrical Engineering and Informatics: Bridging the Knowledge between Academic, Industry, and Community, ICEEI 2015, October 2018, 377–381. https://doi.org/10.1109/ICEEI.2015.7352530