Tujuan Penelitian | Objek yang Diteliti | Permasalahan yang Diangkat | Metode yang Ditawarkan | Metode Penelitian |
Gameplay Optimization | Frame rate, latency, control responsiveness | Latency tinggi, frame rate drop, input lag | Pengoptimalan kode, penggunaan teknik rendering cerdas, kompresi data | Benchmarking, eksperimen A/B, pengujian performa sistem |
User Experience (UX) Improvement | Player feedback, satisfaction, usability | Kebingungan navigasi, frustrasi, engagement rendah | Usability testing, wireframe iterasi, heatmap analisis | Survei, wawancara, pengujian usability |
Artificial Intelligence (AI) in Games | NPC behavior, decision trees, learning algorithms | AI tidak adaptif, perilaku NPC tidak realistis | Implementasi machine learning, behavior trees adaptif | Simulasi, eksperimen, studi komputasi |
Procedural Content Generation | Terrain, levels, assets | Level monoton, konten tidak menarik atau berulang | Algoritma procedural yang kompleks, integrasi rule-based generation | Algoritma berbasis eksperimen, studi kasus pada game serupa |
Game Mechanics Design | Player interactions, rules, balance | Gameplay tidak seimbang, interaksi tidak intuitif | Balancing playtesting, simulation modeling, iterative design | Iterative prototyping, playtesting, simulasi |
Serious Games (Educational/Training) | Learning outcomes, skill development, engagement | Kurang efektif dalam meningkatkan keterampilan | Gamification strategi, assessment-based design | Pre/post testing, eksperimen kuasi, studi longitudinal |
Player Behavior Analysis | In-game actions, decision patterns, engagement time | Pemahaman motivasi pemain, kebosanan | Data mining, log analysis, behavioral analytics | Data mining, analisis kuantitatif, observasi |
Immersive Environments (VR/AR) | Presence, immersion, sensory feedback | Kurang realisme, motion sickness, kurang imersif | Pengoptimalan sensor VR, tuning frame rate, fine-tuning motion tracking | Pengujian VR/AR, eksperimen, eye-tracking |
Adaptive Difficulty Systems | Player performance, difficulty scaling, retention | Kesulitan terlalu tinggi atau rendah, pemain frustrasi atau bosan | Dynamic difficulty adjustment (DDA), monitoring performa pemain secara real-time | Pengumpulan data performa pemain, eksperimen real-time |
Social Interaction in Games | Communication patterns, cooperation, competition | Toxic behavior, kurangnya kolaborasi efektif | Chat moderation tools, social feedback systems, cooperative game design | Studi etnografi, analisis interaksi, survei sosial |
Monetization Strategies | In-app purchases, ads, player spending behavior | Player backlash, over-monetization, churn karena monetisasi | Analisis model monetisasi etis, freemium balancing, pengujian strategi monetisasi | Analisis ekonomi, studi perilaku konsumen, A/B testing |
Narrative Design | Story progression, player choices, emotional engagement | Alur cerita tidak menarik, pilihan tidak berdampak | Narrative branching, dynamic storytelling tools | Analisis naratif, focus group, survei pemain |
Cognitive and Emotional Impact | Cognitive load, stress levels, emotional response | Stres berlebihan, cognitive overload | Gamification yang disesuaikan, monitoring stres melalui sensor | Eksperimen laboratorium, pengukuran fisiologis, survei psikologis |
Game Accessibility | Control schemes, visual/audio accessibility, cognitive demands | Tidak bisa diakses oleh pemain dengan disabilitas | Penyesuaian UI/UX, pengaturan kontrol yang fleksibel, assistive technology support | Pengujian usability aksesibilitas, wawancara pengguna disabilitas |
Multiplayer Dynamics | Player roles, team composition, social interaction | Komposisi tim tidak seimbang, komunikasi tim buruk | Algoritma matchmaking yang lebih akurat, game rule balancing | Analisis jaringan sosial, observasi pertandingan, survei pemain |
Player Retention | Playtime, session frequency, churn rate | Pemain cepat bosan, churn rate tinggi | Loyalty programs, rewards, personalized content | Analisis kohort, A/B testing, analisis perilaku |
Ethical Design in Games | Ethical dilemmas, content representation, fairness | Konten tidak adil, representasi yang tidak pantas | Pemahaman budaya, etika dalam design, content filtering | Analisis konten, focus group, analisis kualitatif |
Esports and Competitive Play | Player skill, team strategy, spectator engagement | Penonton tidak tertarik, kurangnya strategi yang kompleks | Balancing esports modes, analyzing viewer engagement, skill-based matchmaking | Studi kasus kompetisi, analisis performa tim, survei penonton |
Virtual Economies | In-game currency, player trading behavior, market stability | Ketidakseimbangan ekonomi dalam game, inflasi item | Economic simulations, currency balancing, market regulation tools | Simulasi ekonomi, analisis pasar virtual, studi perilaku pemain |
Mobile Game Optimization | Battery consumption, user interface, data usage | Penggunaan baterai berlebihan, UI tidak responsif | Algoritma optimasi daya, pengujian UI/UX pada berbagai perangkat, pengurangan ukuran data | Pengujian perangkat, A/B testing, profiling performa |
Tujuan Penelitian | Objek yang Diteliti | Permasalahan yang Diangkat | Metode yang Ditawarkan | Studi Kasus |
Peningkatan adaptivitas perilaku agen | Agen dalam simulasi tawaf | Perilaku agen yang tidak alami | Implementasi Algoritma Bold | Dalam simulasi tawaf |