Skip to main navigation menu Skip to main content Skip to site footer

Computer Science

Vol 5 (2021): December

An Addiction Detection Application Playing Free Fire Games Based on Android Using Tsukamoto's Fuzzy Logic
Aplikasi Pendeteksi Kecanduan Bermain Game Free Fire Berbasis Android Dengan Menggunakan Logika Fuzzy Tsukamoto



(*) Corresponding Author
DOI
https://doi.org/10.21070/acopen.5.2021.2220
Published
August 21, 2021

Abstract

Online games that have a battle royal genre nowadays are very much the inantantnya. One of them is Free Fire which has been downloaded by more than 100 million people. The high number indicates that a person's high interest in playing online games can have a negative impact on one of them. For that, there is an app that can detect how much fun a person has in playing Free Fire games. By utilizing the fuzzy logic method tsukamoto allows it to detect the level of addiction of a person which is an android-based application. By utilizing the data owned by each player as an input variable that will produce output in the form of an addiction level percentage. Utilization of fuzzy tsukamoto method is expected to provide the right conclusions and in accordance with the expected.

References

  1. Fendi Aji P. (2016), “Pembuatan Game Edukasi Petualangan Si Gemul Sebagai Pembelajaran Pengenalan Daerah Solo Raya Pada Anak”, Universitas Sebelas Maret, Surakarta.
  2. Detik.com, (27 Mei 2019 13:29) “Kecanduan Game Ditetapkan sebagai Gangguan Mental”, Diakses 25 Maret 2020, dari https://inet.detik.com/games-news/d-4566628/kecanduan-game-ditetapkan-sebagai-gangguan-mental.
  3. Alvendo Wahyu A. (2018), “Pemograman Visual Basic Pendeteksi Dini Kecanduan Pengguna Smartphone Terhadap Produktivitas Kerja Menggunakan Logika Fuzzy”. Universitas Putera Batam. Batam.
  4. Ericksan Siantury (2018), “Sistem Pakar Diagnosa Gejala Kecanduan Game Online Dengan Menggunakan Metode Certainty Factor”, STMIK Budidarma Medan, Medan.
  5. https://turnamen.ff.garena.co.id/ . Diakses 20 September 2020.
  6. Astutuik, I.R.I. ,2018. “Analisis Sistem Informasi”, Analisa dan Desain Sistem Informasi
  7. Kusumadewi, S dan Purnomo, H. (2004), “Aplikasi Logika Fuzzy Untuk Sistem Pendukung Keputusan Edisi Pertama”, Graha Ilmu, Yogyakarta.
  8. Hapis .A (2017). “Penerapan Logika Fuzzy dengan Metode Tsukamoto untuk Mengestimasi Curah Hujan”. Skripsi. Universitas Maulana Malik Ibrahim Malang. Malang
  9. Ayu Permata S. (2017), Tingkat Kecanduan Internet Pada Remaja Awal.s JPPI Vol 3 No 2, 2017, hlm 110-117
  10. Kusumadewi, S. (2003), Artificial Intelligence: Teknik dan Aplikasinya, Graha Ilmu, Yogyakarta.

Downloads

Download data is not yet available.