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Analisis User Experience Game Turbo Bajaj Rush Menggunakan User Experience Questionnaire (UEQ)
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Date
Authors
Akbar Ikmal
Journal Title
Journal ISSN
Volume Title
Publisher
POLITEKNIK NEGERI BATAM
Abstract
Turbo Bajaj Rush is a PC-based arcade racing game (Windows) that
highlights Indonesia’s iconic vehicle, the bajaj, as the main element
of gameplay. The game applies three-wheeled vehicle mechanics with
unstable handling characteristics to create a unique playing
experience. However, the impact of these mechanics on user
experience has not been empirically evaluated. This study aims to
analyze the quality of user experience (UX) in Turbo Bajaj Rush
using the User Experience Questionnaire (UEQ) method. A
quantitative descriptive approach was employed with purposive
sampling involving 50 respondents who participated in direct
playtesting. Data were analyzed using the UEQ Data Analysis Tool
to obtain mean values for each dimension and compare them with
UEQ benchmarks. The results show that the pragmatic quality of the
game achieved an average score of 1.35, categorized as Above
Average, indicating that the game is easy to understand, efficient to
use, and provides reliable control. Conversely, the hedonic quality
obtained an average score of 0.66, categorized as Below Average,
suggesting that aspects of excitement and novelty are not yet optimal.
The Perspicuity dimension achieved the highest score of 1.52, while
Novelty recorded the lowest score of 0.45. Based on these findings,
recommendations for improvement focus on refining the steering
system, adding a Turbo Boost feature, enhancing audio-visual effects,
and developing culturally inspired local gameplay modes to increase
stimulation and novelty in the playing experience.
Description
Jurnal ilmiah ini menganalisis kualitas User Experience (UX) pada game arcade racing PC bertema lokal Indonesia, Turbo Bajaj Rush, yang mengimplementasikan mekanik kendaraan roda tiga berkarakteristik unstable chassis physics. Penelitian kuantitatif deskriptif ini melibatkan 50 responden playtesting dengan pengolahan data menggunakan metode User Experience Questionnaire (UEQ). Hasil evaluasi menunjukkan bahwa game ini memiliki Pragmatic Quality yang baik (skor 1,35 / Above Average), di mana dimensi Perspicuity meraih skor tertinggi (1,52) karena mekanisme permainan yang mudah dipahami. Sebaliknya, Hedonic Quality tergolong rendah (skor 0,66 / Below Average) dengan dimensi Novelty mencatat skor terendah (0,45), mengindikasikan bahwa aspek kebaruan dan stimulasi emosional belum optimal. Berdasarkan temuan tersebut, dirumuskan rekomendasi perbaikan berupa penerapan input smoothing pada kemudi, penambahan fitur Turbo Boost, serta pengembangan mode permainan bernuansa lokal "Kejar Setoran" untuk meningkatkan sensasi dan kebaruan bermain tanpa mengurangi kemudahan kendali yang sudah dicapai.
Citation
IEEE
