Clash-of-Clans API untuk Pengelolaan Klan

Mohamad Syafri Tuloli, Mukhlisulfatih Latief, Manda Rohandi

Abstract


Kesuksesan suatu permainan sangat dipengaruhi oleh banyak hal, termasuk keterlibatan pemain untuk ikut mengembangkan permainan. Keterlibatan pemain dapat difasilitasi dengan penyediaan Application Programming Interface (API) sehingga membuat pemain dapat memanfaatkannya untuk memenuhi tujuan-tujuannya. Sebagai permainan yang sukses, Clash-of-Clans (COC) juga telah memberikan layanan API. Terdapat dua permasalahan utama dalam permainan COC terkait penglolaan klan, yaitu belum adanya indikator keaktifan pemain, dan juga belum ada pengaturan strategi perang yang baik. Penelitian ini menggunakan metode perancangan dan pengembangan perangkat lunak prototyping melakukan eksplorasi terhadap penggunaan layanan COC API untuk mengatasi permasalahan tersebut. Hasil menunjukkan bahwa layanan COC API mampu untuk mendukung pengembangan aplikasi pengelolaan klan, berhasil meningkatkan keaktifan pemain (dalam total waktu online seluruh pemain), dan penghitungan strategi perang terbukti meningkatkan hasil perang (sebesar 12%).


Many factors influenced game success, including the player's participation in developing the game. Player involvement can be facilitated by providing Application Programming Interface (API) so that players can use it to reach their objectives, this strategy is used by Clash-of-Clans (COC) developer. There are two main problems in the COC game clan management: there are no indicators of player activity, and there is also no good clan war strategy. This research uses prototyping software design and development methods to explore the use of COC API services to overcome these problems. The results showed that the COC API service was able to support the development of clan management applications, succeeded in increasing player activity (in total online time for all players), and the proposed war strategy algorithm was proven to increase war results (by 12%).

Keywords


application programming interface; clash-of-clans; permainan mobile

References


Alanur, S. N., Jamaludin, & Imran. (2016). Permainan tradisional nogarata to kaili sebagai media pendidikan Pkn dalam membangun nilai karakter kewarganegaraan siswa SMP Negeri 13 Palu. EDU CIVIC, 4(1), 1–10.

Aruan, R. S., & Mulyani, H. (2018). Penerapan intelegensia buatan dengan algoritma Negamax pada aplikasi permainan deret lima. Jurnal Bangkit Indonesia, 7(1), 1–13.

Damayanti, A. M. (2015). Pengaruh game online Clash-of-Clans terhadap perubahan perilaku komunitas COC arek bungkul. Tesis. Sekolah Tinggi Ilmu Komunikasi Surabaya.

Dinata, O. (2017). Hubungan kecanduan game online Clash-of-Clans terhadap perilaku sosial (studi kasus game online Clash-of-Clans pada mahasiswa sosiologi Fakultas Ilmu Sosial dan Politik Universitas Riau). JOM Fisip, 4(2), 1–15.

Djawa, Y. A. (2018). Analysis of the jargons used by players of the Clash-of-Clans game , an online game. Academic Journal of Education Sciences, 1(1), 28–39. https://doi.org/10.22341/ajes.000101p028

Fahmi, N. E., Syarief, A., & Grahita, B. (2018). Identifikasi pengalaman bermain game mobile (studi kasus game Clash-of-Clans). Jurnal Sosioteknologi, 17(2), 246–260. https://doi.org/10.5614/sostek.itbj.2018.17.2.7

Makkarumpa, A. R. (2016). Pola interaksi antar anggota dalam game online Clash-of-Clans (studi kasus 4 clan Clash-of-Clans) (Thesis). Universitas Hasanuddin.

Malik, R., & Hidayah, N. (2017). Solidaritas virtual antar member game Clash-of-Clans di clan soloken5. Jurnal Pendidikan Sosiologi, 1–20.

Meliani, M. (2017). Analisis jual beli akun game online Clash-of-Clans dalam perspektif hukum Islam dan hukum positif. Tesis. Universitas Islam Negeri Raden Intan Lampung.

Mortensen, S. T., Nygaard, K. K., & Madsen, O. (2019). Outline of an Industry 4.0 Awareness Game. Procedia Manufacturing, 31, 309–315. https://doi.org/10.1016/j.promfg.2019.03.049

Nicholas, D., Constantinides, P., & Nandhakumar, J. (2015). How to motivate & engage generation “Clash-of-Clans” at work? Emergent Properties of business gamification elements in the digital economy. In Proceedings of the International Gamification for Business Conference (IGBC15), 13, 1576–1580.

Preist, C., & Jones, R. (2015). The use of games as extrinsic motivation in education. Conference on Human Factors in Computing Systems - Proceedings, 3735–3738. https://doi.org/10.1145/2702123.2702282

Rajanen, M., & Nissinen, J. (2015). A survey of game usability practices in Northern European game companies. IRIS: Selected Papers of the Information Systems Research Seminar in Scandinavia, (6).

Reis, S., Reis, L. P., & Lau, N. (2019). Player engagement enhancement with video games. In Advances in Intelligent Systems and Computing, 931, 263–272. https://doi.org/10.1007/978-3-030-16184-2_26

Saputra, R. (2016). Hubungan kecanduan game online Clash-of-Clans terhadap prestasi akademik mahasiswa ilmu komunikasi Fakultas Ilmu Sosial dan Politik Universitas Riau. Ilmu Administrasi Bisnis FISIP Universitas Riau, 3(2), 1–9.

Saputra, R. (2016). Efek game online terhadap kreatifitas berpikir anak di Kelurahan Kadia Kecamatan Kadia Kota Kendari. Journal Ilmu Komunikasi UHO, 1(3), 1–16.

Syarif, A. S., Aprianti, R. E., & M, U. H. (2011). Pengaruh turn-based strategy game terhadap kemampuan manajemen organisasi pada mahasiswa Fakultas Psikologi Universitas Negeri Makassar. Jurnal Nalar Pendidikan, 5(1), 80–85.

Veronika, U., Arianti, A., Nurnaningsih, & Astuti, P. (2018). Learning English vocabulary through online games: case study of students in 4th grade of state elementary school (SDN) Jombor 01, Sukoharjo, Central Java, Indonesia. International Journal of Multicultural and Multireligious Understanding, 5(4), 470. https://doi.org/10.18415/ijmmu.v5i4.433

Vervoort, J. M. (2019). New frontiers in futures games: leveraging game sector developments. Futures, 105, 174–186. https://doi.org/10.1016/j.futures.2018.10.005

Yuliastutik, I. (2016). Pendapat MUI Kota Malang terhadap jual beli account Clash-of-Clans (COC). Central Library of Maulana Malik Ibrahim Islamic University of Malang. https://doi.org/10.3929/ethz-b-000238666




DOI: https://doi.org/10.37905/jji.v1i2.2720

Refbacks

  • There are currently no refbacks.



JJIhas been indexed by:
Sinta Crossref Scholar Garuda
Base Dimension ROAD SIS
ASCI







Editorial Office

Department of Informatics Engineering, Universitas Negeri Gorontalo
Engineering Faculty Building, 1st Floor
Jl. Prof. Dr. Ing. B. J. Habibie, Bone Bolango, Gorontalo, 96119, Indonesia. Whatsapp: +6281314270499Email: jji.ft@ung.ac.id


Creative Commons Licence
Jambura Journal of Informatics (JJi), is licensed under a Lisensi Creative Commons Atribusi 4.0 Internasional.