Evaluating Player Experience for Fear Modeling of 2D East Java Horror Game Alas Tilas

  • Herman Thuan To Saurik Universitas Negeri Malang
  • Harits Ar Rosyid Universitas Negeri Malang
  • Aji Prasetya Wibawa Universitas Negeri Malang
  • Esther Irawati Setiawan Institut Sains dan Teknologi Terpadu Surabaya
Keywords: UEQ, 2D Horror Game, User Experience

Abstract

Developing a 2D horror game and evaluating the reliability of the player experience are two things that are interrelated and equally important. Developers must ensure that the game can provide a satisfying and reliable gaming experience for their players. This study aims to evaluate the reliability of the player's experience in the game entitled Alas Tilas, East Java. This study used the User Experience Questionnaire (UEQ) in Indonesian as a survey approach method, which was given to 30 teenagers who at least played horror games once. UEQ may provide feedback to developers on the attractiveness, clarity, efficiency, accuracy, stimulation, and novelty aspects of the game. From the results of the UEQ, a reliability test will be carried out using the Cronbach Alpha technique. The results of the descriptive analysis show that these variables are Attractiveness (mean, 0.933), Clarity (mean, 1.808), Efficiency (mean, 1.508), Accuracy (mean, 0.217), Stimulation (mean, 0.667) and Novelty (mean, 0.242). Attractiveness, clarity, and efficiency averaged positive results. The average aspects of accuracy, stimulation, and novelty of the game get neutral results. The results of the reliability test conducted on UEQ data obtained a Cronbach alpha value > 0.6 which indicates that the research data used to test the player experience are considered reliable so that they can be used to provide input for future development of the Alas Tilas game. To increase the average score, the researcher provides recommendations for improvement, namely, adjusting the accuracy and novelty aspects of the horror scenario game entitled Alas Tilas East Java. Therefore, it is expected to improve the quality of the game. 

Downloads

Download data is not yet available.

References

P. G.-C. Blitvich and M. Sifianou, “Im/politeness and discursive pragmatics,” J. Pragmat., vol. 145, pp. 91–101, 2019, doi: https://doi.org/10.1016/j.pragma.2019.03.015.

T. Luong and C. Holz, “Characterizing Physiological Responses to Fear, Frustration, and Insight in Virtual Reality.,” IEEE Trans. Vis. Comput. Graph., vol. 28, no. 11, pp. 3917–3927, Nov. 2022, doi: 10.1109/TVCG.2022.3203113.

Stobbart and D. C. Hazel, Videogames and Horror:From Amnesia to Zombies Run! Cardiff: University of Wales Press, 2019.

I. Tara, S. Okamoto, Y. Akiyama, and Y. Yamada, “Heightening fear response to horror video scenes by applying vibratory stimuli to upper bodies of viewers,” in 2022 IEEE 4th Global Conference on Life Sciences and Technologies (LifeTech), 2022, pp. 250–252, doi: 10.1109/LifeTech53646.2022.9754946.

K.-L. Liao, M. Huang, and R. Yang, “What Design Choices are Effective in Inducing Fear and Tension in First-Person PC Horror Games?,” in 2022 15th International Conference on Human System Interaction (HSI), 2022, pp. 1–5, doi: 10.1109/HSI55341.2022.9869445.

E. S. de Lima, B. M. C. Silva, and G. T. Galam, “Adaptive virtual reality horror games based on Machine learning and player modeling,” Entertain. Comput., vol. 43, p. 100515, 2022, doi: https://doi.org/10.1016/j.entcom.2022.100515.

S. Graja, P. Lopes, and G. Chanel, “Impact of Visual and Sound Orchestration on Physiological Arousal and Tension in a Horror Game,” IEEE Trans. Games, vol. PP, p. 1, Jun. 2020, doi: 10.1109/TG.2020.3006053.

A. Ali and C. Gatzoulis, “An Exploratory Pilot Study on Human Emotions during Horror Game Playing,” in 2020 International Conference on Innovation and Intelligence for Informatics, Computing and Technologies (3ICT), 2020, pp. 1–6, doi: 10.1109/3ICT51146.2020.9311965.

S. E. Zaib and M. Yamamura, “Using Heart Rate and Machine Learning for VR Horror Game Personalization,” in 2022 IEEE Conference on Games (CoG), 2022, pp. 213–220, doi: 10.1109/CoG51982.2022.9893723.

M. Rohandi, “An User Experience Analysis of UNG E-Learning Using User Experience Questionnaire Tool BT - Proceedings of the 1st World Conference on Social and Humanities Research (W-SHARE 2021),” 2022, pp. 174–179, doi: 10.2991/assehr.k.220402.037.

I. A. Astuti, L. D. Farida, and T. Hidayat, “Measuring the UX of Mobile Application Attendance Lectures Feature Using Short-User Experience Questions (UEQ-S),” in 2021 3rd East Indonesia Conference on Computer and Information Technology (EIConCIT), 2021, pp. 286–291, doi: 10.1109/EIConCIT50028.2021.9431891.

A. A. I. I. Paramitha, G. R. Dantes, and G. Indrawan, “The Evaluation of Web Based Academic Progress Information System Using Heuristic Evaluation and User Experience Questionnaire (UEQ),” in 2018 Third International Conference on Informatics and Computing (ICIC), 2018, pp. 1–6, doi: 10.1109/IAC.2018.8780430.

M. Ramadhani, Sidharta, and N. P. Budhianto, “User Experience Evaluation of Surabaya’s Freeletics Community Information System Using User Experience Questionnaire (UEQ),” in 2022 1st International Conference on Information System & Information Technology (ICISIT), 2022, pp. 244–248, doi: 10.1109/ICISIT54091.2022.9872977.

B. Setiaji, M. Hayaty, A. Setyanto, Krisnawati, and H. B. Santoso, “Assessing User Experience of a Secure Mobile Exam Application using UEQ+,” in 2020 3rd International Conference on Information and Communications Technology (ICOIACT), 2020, pp. 246–251, doi: 10.1109/ICOIACT50329.2020.9332091.

A. C. Barus, S. I. Sinaga, Y. Setiyadi, and N. M. Panjaitan, “User Experience Analysis of DiTenun Website-based Application and Mobile-based Application Using User Persona and User Experience Questionnaire (UEQ),” in 2022 IEEE International Conference of Computer Science and Information Technology (ICOSNIKOM), 2022, pp. 1–7, doi: 10.1109/ICOSNIKOM56551.2022.10034903.

Erlangga, Y. Wihardi, and E. Nugraha, “User Experience Evaluation by Using a User Experience Questionnaire (UEQ) Based on an Artificial Neural Network Approach,” in 2021 3rd International Conference on Research and Academic Community Services (ICRACOS), 2021, pp. 17–22, doi: 10.1109/ICRACOS53680.2021.9702096.

H. Elmunsyah, W. N. Hidayat, H. Suswanto, K. Asfani, N. H. Muflihah, and Kusumadyahdewi, “UX Validation of Village Administration Information System Using User Experience Questionnaire (UEQ) and Usability Testing,” in 2021 Fourth International Conference on Vocational Education and Electrical Engineering (ICVEE), 2021, pp. 1–6, doi: 10.1109/ICVEE54186.2021.9649749.

A. N. Gabrila, M. Ramadhani, F. Fadila, and N. S. L. Izdihar, “Evaluation of EIRLYS’s E-Commerce Website from a User Experience Perspective using a User Experience Questionnaire (UEQ),” in 2022 International Conference on Electrical Engineering and Informatics (ICELTICs), 2022, pp. 83–88, doi: 10.1109/ICELTICs56128.2022.9932061.

A. K. Darmawan, M. A. Hamzah, B. Bakir, M. Walid, A. Anwari, and I. Santosa, “Exploring Usability Dimension of Smart Regency Service with Indonesian Adaptation of The System Usability Scale (SUS) and User Experience Questionnaire (UEQ),” in 2021 International Conference on Computer Science, Information Technology, and Electrical Engineering (ICOMITEE), 2021, pp. 74–79, doi: 10.1109/ICOMITEE53461.2021.9650086.

A. Hidayat, F. I. Pratama, and J. Nadik, “User Experience Measurement of ERebana Application using User Experience Questionnaire,” in 2022 IEEE 8th International Conference on Computing, Engineering and Design (ICCED), 2022, pp. 1–5, doi: 10.1109/ICCED56140.2022.10010409.

Sunardi, I. Julian, D. F. Murad, and R. Y. Riva'i, “Combining UEQ and Eye-Tracking Method as Usability Evaluation for Mobile Apps,” in 2021 3rd International Conference on Cybernetics and Intelligent System (ICORIS), 2021, pp. 1–6, doi: 10.1109/ICORIS52787.2021.9649529.

Y. Sari, M. Arafah, and Novitasari, “Evaluasi Usability Sistem Informasi Akademik Dosen Menggunakan User Experience Questionnaire dan Heuristic Walkthrough ,” J. RESTI (Rekayasa Sist. dan Teknol. Informasi), vol. 5, no. 2 SE-Information Systems Engineering Articles, Apr. 2021, doi: 10.29207/resti.v5i2.3022.

J.-H. T. Lin, D.-Y. Wu, and C.-C. Tao, “So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game,” New Media Soc., vol. 20, no. 9, pp. 3223–3242, Dec. 2017, doi: 10.1177/1461444817744850.

M. Schrepp, “User Experience Questionnaire,” https://www.ueq-online.org/, 2018. .

A. Faizal and D. Meiliana, “100 Hari Hilang di Gunung Arjuno, Siswa SMK Surabaya Ditemukan Tinggal Tulang,” Kompas.com, 2019.

J.-L. Zhu and G. Seo, “Study on fear-inducing factors in game-Focused on the compositions and camera angles,” J. Digit. Contents Soc., vol. 19, no. 2, pp. 221–228, 2018.

A. Baldini, S. Frumento, D. Menicucci, A. Gemignani, E. P. Scilingo, and A. Greco, “Modeling subjective fear using skin conductance: a preliminary study in virtual reality.,” Annu. Int. Conf. IEEE Eng. Med. Biol. Soc. IEEE Eng. Med. Biol. Soc. Annu. Int. Conf., vol. 2022, pp. 3451–3454, Jul. 2022, doi: 10.1109/EMBC48229.2022.9871557.

Published
2023-08-12
How to Cite
Herman Thuan To Saurik, Harits Ar Rosyid, Aji Prasetya Wibawa, & Esther Irawati Setiawan. (2023). Evaluating Player Experience for Fear Modeling of 2D East Java Horror Game Alas Tilas . Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi), 7(4), 858 - 864. https://doi.org/10.29207/resti.v7i4.5043
Section
Information Systems Engineering Articles