KLASTERISASI KARAKTERISTIK PEMAIN GAME BERDASARKAN PREFERENSI FITUR DAN MODEL BISNIS MENGGUNAKAN K-MEANS
Keywords:
Data Mining, K-Means Clustering, Monetisasi Game, Perilaku Pemain, Segmentasi PemainAbstract
Perkembangan industri game di Indonesia mendorong pergeseran menuju model monetisasi berkelanjutan, seperti mikrotransaksi, yang memengaruhi preferensi dan perilaku pemain. Penelitian ini bertujuan mengelompokkan pemain game di Indonesia berdasarkan preferensi fitur game, preferensi monetisasi, dan perilaku aktual menggunakan algoritma K-Means Clustering. Data diperoleh dari 112 responden melalui kuesioner daring dan dianalisis menggunakan Elbow Method serta Silhouette Score untuk menentukan jumlah klaster optimal. Hasil penelitian menunjukkan lima klaster terbaik (k=5) dengan Silhouette Score sebesar 0,497, yaitu Pemain Aktif High-Spending, Pemain Anti-Monetisasi, Pemain Story-Visual Enthusiast, Pemain Kompetitif-Sosial Intensif, dan Pemain Kasual Moderat. Penelitian ini menyimpulkan bahwa karakteristik pemain game bersifat heterogen, sehingga pengembang perlu menerapkan strategi fitur dan monetisasi yang disesuaikan dengan setiap segmen pemain serta meminimalkan mekanisme pay-to-win guna menjaga keseimbangan dan kepuasan pemain.
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