Track: Human Factors and Ergonomics
Abstract
Affective aspect analysis on online games from user’s point of view using Kansei Engineering. Currently, Indonesian government and industry players give serious attention to the fulfilment of economic needs in the field of creative economy. One of the subsectors that contribute to the growth of the National GDP is interactive game. However, this subsector contribution is very low compared to others. In recent years, some researchers have focused on researching the interaction between products and users to produce more effective and ergonomic game designs. This research intends to know the relation of online game from affective aspect by utilizing the voice of consumer (game user) specifically game user of DOTA 2 by using Kansei Engineering method formulated through Kansei words specializing in games. The purpose of this research is to analyze the affective aspect in the use of online game DOTA 2, to group the affective aspect indicators according to the desire/perception of the user for the product, and to give recommendation in the form of affective aspect information contained in game which can be considered as important aspect in the next game development. Based on the discussion and analysis, it can be concluded that the affective aspect is one of the vital aspect which can identify the desired game by the user. The information obtained is a collection of Kansei words or affective aspects which are grouped by using cluster analysis.