Pengaruh Fitur Auto-battle terhadap Retensi Pemain dalam Game Mobile RPG Anime: Studi Kasus pada Komunitas Arknights dan Blue Archive
Kata Kunci:
Auto-battle, retensi pemain, game mobile RPG anime, Arknights, Blue ArchiveAbstrak
Penelitian ini menganalisis pengaruh fitur auto-battle terhadap retensi pemain dalam game mobile RPG anime, dengan studi kasus pada komunitas pemain Arknights dan Blue Archive. Fitur auto-battle dirancang untuk mengurangi repetisi dalam permainan melalui mekanisme otomatisasi, namun dampaknya terhadap perilaku pemain dan retensi masih menjadi perdebatan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei terhadap 40 responden dari komunitas Arknights dan Blue Archive di Malang. Analisis data dilakukan menggunakan statistik deskriptif, uji normalitas, homogenitas, ANOVA, dan korelasi Pearson untuk mengidentifikasi hubungan antara penggunaan fitur auto-battle dengan frekuensi login dan durasi bermain. Hasil penelitian menunjukkan bahwa meskipun pengguna fitur auto-battle memiliki rata-rata retensi lebih tinggi, pengaruh statistiknya tidak signifikan. Faktor lain seperti motivasi bermain, narasi, dan elemen gameplay memiliki peran yang lebih signifikan dalam mempertahankan keterlibatan pemain.
Referensi
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Andri Daviano, Reni Aryani, & Daniel Arsa. (2024). User Experience Game Arknights: Sebuah Penerapan Metode Cognitive Walkthrough. Jurnal Processor, 19(1). https://doi.org/10.33998/processor.2024.19.1.1637
Chen, C., & Fang, Z. (2023). Gacha Game Analysis and Design. Proceedings of the ACM on Measurement and Analysis of Computing Systems, 7(1), 1–45. https://doi.org/10.1145/3579438
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Harrison, B., & Roberts, D. L. (2015). An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 207–219. https://doi.org/10.1109/tciaig.2015.2410757
Lee, S.-K., & Yang, S.-I. (2017). Optimizing game live service for mobile free-to-play games. 189–190. https://doi.org/10.1109/CIG.2017.8080434
Luo, F., Chen, J., & Xu, T. (2023). Optimal strategy of in-game items with conspicuous consumption: whether to provide the grinding version? Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1259319
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4). https://doi.org/10.1007/s11031-006-9051-8
Zhang, H. (2024). Evaluating the Successful Factors of Arknights as a Mobile Gacha Game with GameFlow. Advances in Economics and Management Research, 9(1), 50–50. https://doi.org/10.56028/aemr.9.1.50.2024
Adrián Domínguez, Vallés-Blanco, D., de-Marcos, L., Aguado-Delgado, J., & Caro-Alvaro, S. (2020). World of Warcraft Stats System: Evolution and Casualization. In I. Deliyannis (Ed.), IntechOpen eBooks (Vol. 7). IntechOpen. https://doi.org/10.5772/intechopen.90533
Andri Daviano, Reni Aryani, & Daniel Arsa. (2024). User Experience Game Arknights: Sebuah Penerapan Metode Cognitive Walkthrough. Jurnal Processor, 19(1). https://doi.org/10.33998/processor.2024.19.1.1637
Chen, C., & Fang, Z. (2023). Gacha Game Analysis and Design. Proceedings of the ACM on Measurement and Analysis of Computing Systems, 7(1), 1–45. https://doi.org/10.1145/3579438
Dursun, A. (2023, June 2). Player Retention: Lessons from Successful Mobile Games. Medium. https://medium.com/@ali_62539/player-retention-lessons-from-successful-mobile-games-f03d4f7fc3b8
Harrison, B., & Roberts, D. L. (2015). An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games. IEEE Transactions on Computational Intelligence and AI in Games, 7(3), 207–219. https://doi.org/10.1109/tciaig.2015.2410757
Lee, S.-K., & Yang, S.-I. (2017). Optimizing game live service for mobile free-to-play games. 189–190. https://doi.org/10.1109/CIG.2017.8080434
Luo, F., Chen, J., & Xu, T. (2023). Optimal strategy of in-game items with conspicuous consumption: whether to provide the grinding version? Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1259319
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4). https://doi.org/10.1007/s11031-006-9051-8
Zhang, H. (2024). Evaluating the Successful Factors of Arknights as a Mobile Gacha Game with GameFlow. Advances in Economics and Management Research, 9(1), 50–50. https://doi.org/10.56028/aemr.9.1.50.2024
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