212,929 research outputs found

    A Large-scale Friend Suggestion Architecture

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    Online social as an extension of traditional life plays an important role in our daily lives. Users often seek out new friends that have significant similarities such as interests and habits, motivating us to exploit such online information to suggest friends to users. In this work, we focus on friend suggestion in online game platforms because in-game social quality significantly correlates with player engagement, determining game experience. Unlike a typical recommendation system that depends on item-user interactions, in our setting, user-user interactions do not depend on each other. Meanwhile, user preferences change rapidly due to fast changing game environment. There has been little work on designing friend suggestion when facing these difficulties, and for the first time we aim to tackle this in large scale online games. Motivated by the fast changing online game environment, we formulate this problem as friend ranking by modeling the evolution of similarity among users, exploiting the long-term and short-term feature of users in games. Our experiments on large-scale game datasets with several million users demonstrate that our proposed model achieves superior performance over other competing baselines

    PEMBANGUNAN APLIKASI KONTROL SERVER RF ONLINE BERBASIS ANDROID MENGGUNAKAN USER EXPERIENCE (UX)

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    RF ManageTools adalah sebuah aplikasi yang berguna dalam mengontrol server game RF Online. RF ManageTools berguna dalam mengontrol database, id player dan char player. Tidak semua pemilik server game RF Online mengerti bagaimana menggunakannya serta tidak semua fitur penting ada di dalam control server default. Walaupun pemilik server game dapat menggunakannya namum mereka tidak setiap saat berada di depan komputer untuk mengontrol server gamenya. Maka dari itu dibangun sebuah aplikasi control server baru pada platform android guna mempermudah pemilik server game mengontrol server mereka dimanapun dan kapanpun. Pengujian aplikasi ini menggunakan metode User Experience (UX) yang dimana pengguna menguji aplikasi ini secara langsung. Data User Experience (UX) yang diperoleh dari pengguna diolah kembali menggunakan metode Technology Acceptance Model (TAM) dan mendapatkan hasil yaitu rata-rata nilai perceived usefulness dan perceived ease of use 4.32 dari skala 1 hingga 5 atau 86.3% penerimaan teknologi aplikasi ini dalam membantu mengontrol server game

    PEMBUATAN GAME “RORO JONGGRANG: THE LEGEND OF PRAMBANAN TEMPLE” BERBASIS HTML5

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    The number of internet users which large and growing, has bring the culture of internet, that is browsing and playing online games. Along with many other social networks that utilize the web browser, many games that run on any browser platform became very popular nowadays. Html5 has been used by developers to create a game that is excuted through the current browser. There’s no need to install or deploy the application, users just need to have an internet connetion and already have a browser that support html5. Many features of HTML5 can provide better user experience for the user, and the reduce the gap between online and desktop applications. Based from the folkstory of Indonesian, the making of "Roro Jonggrang: The Legend of Prambanan Temple", the game was developed using html5 and MelonJS as game engine. The purpose of this game is to entertain and especially for the children who play this game, it can improve their agility, skill, and reflex. This game is also expected to increase the user interest in folk stories of Indonesian. Keywords : Multimedia, Adventure Game, HTML5 Canva

    Loot Box Purchase Decisions in Digital Business Models: The Role of Certainty and Loss Experience

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    Game providers are increasingly employing and selling loot boxes, which can be considered virtual goods that consist of further virtual goods on a randomized basis. As such, game providers can foster profitability without impeding user experience. Drawing on prospect theory, we investigate ideas for the design of loot box menus to optimize revenue generation and user well-being. By conducting a contest-based online experiment with 159 participants, our analyses reveal that including certain (vs. uncertain) content in loot boxes can influence users’ purchase behaviors and thus increase revenues. Moreover, this effect increases when participants previously experienced a loss. Thus, our findings demonstrate that game providers can profit from offering certain content in loot boxes

    Ingress Well-Played: City as MMO

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    This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on user play preferences and level of experience and achievement. with a focus on the importance of social, community, and collaborative aspects of the game

    Analisis User Interface Pada Game DOTA 2 dengan Menggunakan Metode Cognitive Walkthrough dan Metode Heuristic Evaluation

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    Pada dunia modern kita dapat menemukan hiburan di mana saja, salah satunya di dunia virtual, contohnya game. Dota 2 adalah game berjenis Multiplayer Online Battle Arena atau MOBA dan merupakan game terlaris kedua di Steam dengan jumlah pemain 801.121 orang. Namun, dibalik itu semua ada ilmu yang dapat membuat sebuah game menjadi terkenal dan sukses dipasaran dengan waktu yang lama. Salah satunya yaitu, User Experience. User Experience merupakan bagian yang penting dari pembuatan sebuah game. Di dalam User Experience terdapat User Interface. User Interface adalah ilmu yang mempelajari tentang tampilan sebuah sistem. Dalam penelitian ini akan menganalisis tampilan pada game Dota 2. Kemudian, untuk mengetahui baik atau belumnya tampilan dari game Dota 2, maka dilakukan analisis dengan metode Cognitive Walkthrough dan Heuristic Evaluation. Cognitive Walkthrough dan Heuristic Evaluation sebuah metode yang mempunyai banyak kesamaan, yang berbeda hanya dari respondennya. Cognitive Walkthrough diujikan kepada newbie player atau pemula, dan Heuristic Evaluation diujikan kepada pro player atau profesional. Analisis ini bertujuan untuk menemukan kekurangan dari tampilan pada game tersebut lalu dibuatkan rekomendasi perbaikannya. Hasil data analisis adalah cukup baik, terdapat satu kekurangan dari pengujian seorang ahli dan dapat ditarik kesimpulan bahwa game ini memiliki tampilan yang baik. Kata kunci: Game, User Interface, User Experience, Moba, Cognitive Walkthrough, Heuristic Evaluation, Dota

    ANALISIS USER EXPERIENCE PADA GENSHIN IMPACT MENGGUNAKAN METODE GAME EXPERIENCE QUESTIONNAIRE

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    Genshin Impact merupakan game online action RPG gratis yang dirilis oleh pengembang game dari Cina pada bulan September 2020. Genshin Impact berhasil meraih banyak penghargaan dalam waktu satu bulan setelah perilisannya. Hal tersebut menunjukkan bahwa Genshin Impact mampu menarik ketertarikan para pemainnya. Penelitian ini bertujuan untuk mengetahui kualitas game Genshin Impact dengan berfokus pada pengalaman bermain atau user experience pemain. Metode yang digunakan adalah metode Game Experience Questionnaire yang telah dirancang khusus untuk menilai pengalaman pemain dalam bermain game. Pengumpulan data dilakukan menggunakan teknik purposive sampling dengan menyebarkan kuesioner secara online, sehingga didapatkan responden sebanyak 100 responden dari seluruh Indonesia. Hasil penelitian ini dalam bentuk identifikasi pengalaman pemain selama bermain Genshin Impact berdasarkan 14 komponen yang ada di dalam Game Experience Quetionnaire. Berdasarkan hasil pengolahan data komponen yang mendapatkan nilai tertinggi adalah komponen immersion dan posititve affect. Selain itu, dari hasil pengolahan data penelitian ini mendapatkan nilai user experience Genshin Impact berdasarkan 14 komponen Game Experience Questionniare. Maka, faktor atau komponen yang paling mempengaruhi pengalaman pemain dalam bermain Genshin Impact adalah komponen immersion dan positive affect

    Putra BINGO : from pen and paper to digital

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    Gamification is one of the trends in education that is best suited to the current learning environment. Putra BINGO is a transformative assessment tool that uses gamification techniques. This research starts by elaborating the concept of Putra BINGO and its implementation using traditional method with pen and paper. The feedbacks gathered from the implementation are analyzed and applied to develop a multiplayer educational online game using Unity Game Engine. This paper describes details of the development for its two components; the database and the digital online game. Putra Bingo is available on PC and Android devices. It required additional plugins such as Photon Networking to handle game communication between multiple players. This is crucial to accommodate its test case application as an alternative assessment for teamwork skills using Rubrics and questionnaires. Further research will be conducted to enhance its functionality and user experience after the initial development of the digital online version is completed

    Effect of cooperation on players\u27 immersion and enjoyment

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    This research examines the effect of cooperative versus non-cooperative game play on immersion and enjoyment in online games. It draws on the self-determination theory to generate the research hypotheses and explain the observed phenomenon. A within-subject experimental design (N=38) was used to evaluate the effects of cooperative versus non-cooperative game play on enjoyment and immersion by having participants play in a manipulated game mode in a controlled gaming environment. The participants\u27 subjective responses were assessed to understand their user experience in cooperative and non-cooperative gaming environments. The results suggest that both immersion and enjoyment were significantly enhanced in cooperative game play. --Abstract, page iii

    Building Community and Collaboration Applications for MMOGs

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    Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players' in-game community and collaboration activities. We have designed and implemented innovative tools exploiting a game adaptation technology, namely, the In-game Graphical Insertion Technology (IGIT), which permits the addition of web-based applications without any need from the game developers to modify the game at all, nor from the game players to change their game installation. The developed tools follow a design adapted to the MMOG players' needs and are based on the latest advances on Web 2.0 technology. Their provision is performed through the core element of our system, which is the so-called Community Network Game (CNG) Server. One of the important features provided by the implemented system's underlying framework is the utilization of enhanced Peer-to-Peer (P2P) technology for the distribution of user-generated live video streams. In this paper, we focus on the architecture of the CNG Server as well as on the design and implementation of the online community and collaboration tools
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