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EVALUASI DAMPAK PROCEDURALLY CONTENT GENERATED PADA GAME IMMERSION MENGGUNAKAN ANOVA

Nurpratama, Dimas (2019) EVALUASI DAMPAK PROCEDURALLY CONTENT GENERATED PADA GAME IMMERSION MENGGUNAKAN ANOVA. Undergraduate (S1) thesis, University of Muhammadiyah Malang.

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Official URL: https://www.hindawi.com

Abstract

This study explains the study of the impact of procedurally content generated on immersion games and has the quality of experience playing games. Therefore, experimental studies have been conducted in which players play two different versions of the game, procedurally generated content and human design. Using thequestionnaire game immersion to measure the quality of the playing experience and will be compared into two groups. While there is a difference in total immersive, one-way ANOVA statistical analysis is suggested to analyze immersive total results. However, the statistical results of one-way ANOVA are not inclusive. For this reason, one-way ANOVA will be compared with two-way ANOVA, so that it shows conclusive results based on the results of analysis, P-Value value from the PCG game level and human design one-wayANOVA. fromparticipants human design and 0.38 from PCG participants.

Item Type: Thesis (Undergraduate (S1))
Student ID: 201510370311009
Thesis Advisors: Hardianto Wibowo (0721038602), Wildan Suharso (0730038405)
Keywords: Immersion, game, questionnaire, PCG, ANOVA
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Q Science > QP Physiology
Divisions: Faculty of Engineering > Department of Informatics (55201)
Depositing User: 201510370311009
Date Deposited: 13 Aug 2019 08:59
Last Modified: 11 Jan 2020 09:43
URI : http://eprints.umm.ac.id/id/eprint/48706

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