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Aura Rahayu Aksa Radiana; Fathoni Mahardika; Dani Indra Junaedi

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to develop a sentiment classification method for YouTube user comments related to the game Love and Deepspace using the Naïve Bayes algorithm, focusing on improving the text data processing and understanding user perceptions. Comment data were collected through scraping from YouTube videos, followed by preprocessing including text cleaning, normalization, stopword removal, stemming, and translation into English. Initial labeling was conducted using TextBlob, then the data were randomly sampled for training the Naïve Bayes model. Evaluation involved comparing sentiment distributions and visualization using Word Cloud and bar charts. The Naïve Bayes model achieved an accuracy of 77.36% in sentiment classification. The sentiment distribution shows differences between TextBlob (positive: 1,011, neutral: 1,312, negative: 575) and Naïve Bayes (positive: 901, neutral: 1,627, negative: 370), with Naïve Bayes being more conservative. The Word Cloud visualization identifies dominant words such as "bang," "game," and "main," while the bar chart shows the largest proportion of neutral sentiment. Naïve Bayes is effective for sentiment classification on informal comment data, with significant differences from rule-based methods like TextBlob. This research contributes to the development of text data processing techniques and user perception analysis, as well as opening up optimization opportunities with other algorithms like SVM for better accuracy.

Achmad Kafabi

Harmoni: Jurnal Ilmu Komunikasi dan Sosial 2026 International Forum of Researchers and Lecturers

The rapid development of digital media, particularly YouTube, has encouraged personal branding practices among content creators in the gaming sector. This study analyzes how Tobias Justin constructs his personal branding through the Jess No Limit YouTube channel using Montoya's (2002) eight-component personal branding theory, namely specialization, leadership, personality, distinctiveness, visibility, unity, persistence, and goodwill. Employing a qualitative descriptive approach with a case study design, data were collected through online observation of 15 videos published between 2023 and 2025, digital documentation, and digital footprint analysis. Data were analyzed using Miles and Huberman's (1994) interactive model. Findings reveal that Tobias Justin's personal branding is built through consistent specialization in Mobile Legends gameplay, an authentic and humble personal narrative, a relaxed yet persuasive communication style, and sustained positive audience engagement. Audiences actively reinforce his image as a professional, inspiring figure, demonstrating that personal branding is a dialectical process involving creator presentation and collective audience validation. This study concludes that effective digital creator branding is shaped by value consistency, technical competence, and strategic audience relationship management, not mere popularity. Comparative research across gaming creators or platforms is recommended to extend generalizability.

Alvin Bachtiar; Agus Prihanto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The increasing integration of internet technology in educational institutions requires structured network governance to ensure that digital resources support academic activities effectively. Unrestricted access to online platforms often leads to non-academic usage such as online gaming and social media engagement during instructional hours, which may reduce learning concentration and degrade network performance. This research develops and evaluates a network access control simulation using a MikroTik RouterBoard RB951Ui-2HnD device. The system applies firewall filtering mechanisms, hotspot-based authentication, and bandwidth allocation strategies through Simple Queue configuration. Network segmentation is implemented to differentiate teacher and student access privileges. The study adopts a Research and Development (R&D) approach to design, configure, test, and evaluate the proposed system. Testing results indicate that the firewall configuration successfully restricts access to selected online games (Mobile Legends, Clash of Clans, Roblox) and social media platforms (YouTube, TikTok, Shopee, Instagram, Telegram). Furthermore, bandwidth management demonstrates effective traffic prioritization, ensuring more stable allocation for teacher accounts in accordance with configured maximum limits. The findings confirm that structured firewall and bandwidth policies can improve network discipline, enhance performance stability, and support a controlled digital learning environment in schools.

Yusuf, Nurlathifah N.; Yanti, Eka Mustika; Nafi, Joice Deby

Jurnal Kesehatan Tropis Indonesia 2026 PT. LARPA JAYA PUBLISHER

Reproductive health education is a critical need for adolescent girls who face various sexual and reproductive health risks, while access to comprehensive education remains limited. Advances in digital technology offer new opportunities through digital-based educational interventions that are more flexible and accessible. This study aims to evaluate the effectiveness of digital reproductive health education interventions for adolescent girls and to identify factors influencing their effectiveness. The method used was a literature review of studies employing randomized controlled trial designs that assessed various digital interventions, including mobile applications, text messaging, educational games, and entertainment-based videos. The findings indicate that digital interventions consistently improve adolescent girls’ knowledge and attitudes toward reproductive health and enhance their confidence in accessing health services. However, changes in risky sexual behaviors and long-term contraceptive use remain limited. The implications of this study suggest that digital interventions should be integrated with supportive approaches, such as family involvement and continuous follow-up, to achieve more effective and sustainable behavioral change.

Alvi Setya Kurnia Dewi; Anita Qoiriah

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

Putu Budi Utama; Ratna Artha Windari; Si Ngurah Ardhya

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2026 Lembaga Pengembangan Kinerja Dosen

The informal trading of Mobile Legends: Bang Bang game accounts through social networking platforms has expanded rapidly alongside the acceleration of digital technology and the growing integration of online gaming into contemporary lifestyles, particularly among younger demographics. Game accounts characterized by high competitive rankings, exclusive virtual assets, and accumulated in-game achievements have increasingly been commodified and exchanged through social media channels such as Facebook, Instagram, and TikTok, predominantly utilizing electronic payment instruments, including digital wallets. Despite its widespread practice, this form of transaction frequently generates legal complications, most notably in relation to consumer protection. Buyers are often exposed to substantial risks, including fraudulent representations, discrepancies between promised and actual account specifications, unauthorized resale, and the revocation of account access after payment completion. This study seeks to critically examine the legal framework governing the trading of Mobile Legends accounts and to assess the extent to which consumer protection mechanisms are afforded under Law Number 11 of 2008 concerning Electronic Information and Transactions and Law Number 8 of 1999 concerning Consumer Protection. Employing a normative juridical research design, this study applies statutory and conceptual approaches supported by the analysis of primary, secondary, and tertiary legal materials. The findings indicate that consumer protection within online game account transactions remains structurally insufficient, primarily due to the absence of explicit legal recognition of digital game accounts as legally protected objects. Consequently, the study underscores the necessity of adopting progressive legal interpretation and formulating specific regulatory instruments to enhance legal certainty and ensure more effective consumer protection within the evolving landscape of digital transactions.

Dwi Anjani; RA Marlien

Prosiding Seminar Nasional Ilmu Manajemen Kewirausahaan dan Bisnis 2026 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Tujuan dari penelitian ini: Mengetahui pengaruh komunitas online terhadap keputusan pembelian online. Mengetahui pengaruh promosi digital terhadap keputusan pembelian online. Penelitian ini menggunakan pendekatan kuantitatif. Pengambilan sampel yang digunakan yakni peneliti dengan sengaja menentukan sampel yang dipilih sesuai dengan jumlah komunitas di grup Facebook dan persyaratan sampel yang ditentukan. Populasi dalam penelitian ini adalah seluruh jenis kelamin berusia 18 – 30 tahun dan sampel pada penelitian ini ada 100 responden. Metode pengumpulan data yang digunakan adalah skala dengan variabel terikat Keputusan pembelian online dan variabel bebasnya yakni, komunitas online dan promosi digital. Teknik analisa data menggunakan uji analisis regresi linier berganda dengan bantuan program Statistical Package for Social Sciences (SPSS) 22.0 for Windows. Hasil penelitian menunjukan bahwa: Komunitas Online paling berpengaruh positif dan signifikan terhadap Keputusan Pembelian Online. Promosi Digital berpengaruh positif dan signifikan terhadap Keputusan Pembelian Online.

Ajizah Himawati; Dewi Noor Susanti

Jurnal Ilmiah Ekonomi, Akuntansi, dan Pajak 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Games that were initially enjoyed individually and offline have now evolved into online games that allow interaction, competition, and friendship with other players in real-time. Online games are now increasingly popular, one of which is Mobile Legends. This game can be downloaded through the Play Store and App Store. In April 2024, Mobile Legends ranked the most popular game by downloads on the statista.com website. The research objective was to determine the influence of event marketing, content marketing, influencers, and the social environment on the decision to purchase Mobile Legends game skins in Kebumen Regency. The method used was non-probability sampling with a purposive sampling technique aimed at 100 users. Data collection techniques used questionnaires and literature studies. The data analysis technique used multiple linear regression, which was then processed with the SPSS application version 25.0 for Windows. The results showed that event marketing had a significant effect on purchasing decisions, content marketing had a significant effect on purchasing decisions, influencers had no significant effect on purchasing decisions, the social environment had no significant effect on purchasing decisions, and event marketing, content marketing, influencers, and the social environment simultaneously had a significant effect on purchasing decisions.

-, Muhamad Rapi’i; Muhammad Rapi’i; Aisyah Darti Megasari; Komarun Zaman

JURNAL ILMIAH EKONOMI DAN BISNIS 2025 LPPM Universitas Sains dan Teknologi Komputer

Penelitian ini bertujuan untuk menganalisis strategi pemasaran yang diterapkan oleh Honor of Kings dalam meningkatkan loyalitas pengguna di pasar global. Metodenya menggunakan pendekatan kualitatif deskriptif, data dikumpulkan melalui wawancara mendalam, observasi, dan studi dokumentasi. Hasil penelitian menunjukkan bahwa strategi pemasaran Honor of Kings melibatkan kombinasi digital marketing, kolaborasi dengan influencer lokal, adaptasi budaya, serta penguatan komunitas game. Penyesuaian konten dengan preferensi budaya lokal menjadi kunci dalam menciptakan kedekatan emosional dengan pengguna. Selain itu, pembaruan konten secara berkala dan interaksi dua arah dengan pemain melalui komunitas memperkuat loyalitas pengguna. Temuan ini menunjukkan bahwa strategi pemasaran yang berorientasi pada nilai dan budaya lokal mampu meningkatkan keterlibatan dan retensi pemain dalam pasar global yang kompetitif

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Febriyanti, Alvyana Putri; Annurudiya, Annurudiya; Windrayadi , Yosia Dian Purnama

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2025 FEB Universitas Maritim Semarang

This study aims to analyze the relationship between the intensity of playing the online game Mobile Legends and the consumptive behavior of university students at Universitas PGRI Ronggolawe Tuban. The research was motivated by the growing phenomenon of digital consumption among students, particularly through virtual item purchases via microtransactions. A quantitative correlational approach was employed, using purposive sampling involving 40 active student players of Mobile Legends. Research instruments consisted of Likert-scale questionnaires measuring two main variables: gaming intensity (frequency and duration) and consumptive behavior (impulsive buying, wastefulness, and non-rational consumption). Data were analyzed using Spearman’s rho correlation test, revealing a positive and significant relationship between gaming intensity and consumptive behavior (r = 0.558; p < 0.05). These findings indicate that higher gaming intensity increases students’ tendency toward hedonic and symbolic digital consumption. The study highlights that students’ consumptive behavior in the digital era is shaped not only by economic factors but also by social influence, self-control, and emotional gratification. The research implies the need for enhanced digital financial literacy and self-regulation awareness among students to mitigate excessive consumptive behavior.

Muhammad Dhika Fachrezi; Bonardo Marulitua Aritonang; Muhammad Ismail Alif

Kajian Administrasi Publik dan ilmu Komunikasi 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The phenomenon of Mobile Legends addiction among children in Kebagusan has generated significant social and academic consequences, highlighting the crucial role of family communication patterns in addressing this issue. This study aims to analyze parental communication strategies in dealing with children addicted to Mobile Legends. Employing a descriptive qualitative method, data were collected through in-depth interviews, observation, and documentation with four housewives as key informants. The findings reveal that the dominant communication pattern is democratic, characterized by openness, empathy, emotional support, and positive attitudes that foster dialogue within the family. This approach proved effective in reducing tensions, strengthening emotional bonds, and encouraging children to be more receptive to parental guidance. The study suggests that the democratic communication approach significantly mitigates the negative effects of digital addiction. Additionally, it emphasizes the importance of creating an open, supportive, and understanding environment at home, where children feel comfortable discussing their digital habits. In conclusion, democratic communication plays a vital role in overcoming digital addiction among children and offers practical implications for families to cultivate healthy interactions in the digital era.

Kartika Triyaneva

Jurnal Ilmu Kesehatan Umum, Psikolog, Keperawatan dan Kebidanan 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

The technological growth at the present time is so rapid, one form of technological advancement is an online game. An online game is a game played online using the internet. Young people who play the online game feel that playing an online game will reduce the load of thought gained from the environment. If a youth is dependent on playing  online games it will be bad for the teen. So it requires the role of the people around him to monitor and direct the youth away from the negative effects of online gaming. This study aims to determine the relationship between online game addiction and verbal aggression behavior in adolescents in Lubuk Basung District. This study uses quantitative methods with the research design used is correlational test research.The population in this study are teenagers who like to play PUBG online games. The sampling technique used purposive sampling with a total of 103 adolescents who played pubg mobile online games. In collecting data using an online game addiction scale with a verbal aggression scale. The results of data analysis obtained a correlation of sig = 0.137 (sig <0.05). These results show that there is a significant relationship between online game addiction and verbal aggression behavior  

Ahmad Sulkifli; Nur Hikmah; Wahyudi Ilyas; Kurniati Abidin

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

Mobile Legends as one of the online games now also acts as a social media that is popular among Generation Z, especially in the Watampone area. This study aims to understand how interpersonal communication styles develop among players of the game and see how social interactions are formed after playing. Using a descriptive qualitative approach, data was obtained through interviews with several active players. The results show that interpersonal communication in the context of playing is not only a means of entertainment, but also a place to strengthen social relations. Mobile Legends is able to fulfill the social and emotional needs of its users, as well as strengthen interpersonal communication skills. This research is expected to provide an overview so that game users can be wiser in playing, and avoid negative impacts that may arise.

ilmi, vefari; Ilmi, Vefari; Migunani, Migunani

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Fenomena in-game purchase dalam game daring ponsel seperti Mobile Legends: Bang Bang mengalami peningkatan signifikan seiring berkembangnya teknologi digital dan budaya bermain game di kalangan generasi muda. Penelitian ini bertujuan untuk menganalisis pengaruh kualitas grafis, gameplay, dan interaksi sosial terhadap keputusan pengguna dalam melakukan pembelian item digital. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei, di mana data dikumpulkan melalui kuesioner yang disebarkan kepada 120 responden yang telah memenuhi kriteria purposive sampling, yaitu pemain aktif Mobile Legends yang pernah melakukan pembelian dalam game. Teknik analisis data yang digunakan adalah Partial Least Squares Structural Equation Modeling (PLS-SEM) dengan bantuan perangkat lunak SmartPLS. Hasil penelitian menunjukkan bahwa kualitas grafis dan gameplay memiliki pengaruh positif dan signifikan terhadap keputusan pembelian pengguna, sedangkan interaksi sosial tidak menunjukkan pengaruh yang signifikan. Temuan ini menegaskan pentingnya aspek visual dan mekanisme permainan dalam membentuk nilai pengalaman pengguna yang mendorong perilaku konsumtif digital. Secara teoritis, penelitian ini memberikan kontribusi pada pengembangan model perilaku pengguna dalam konteks konsumsi digital berbasis pengalaman. Sementara itu, secara praktis, hasil penelitian ini dapat menjadi acuan bagi pengembang game dalam mengoptimalkan strategi desain dan monetisasi melalui penguatan aspek grafis dan gameplay yang lebih menarik dan kompetitif.

Rahmat Hidayat; Rahmad Al-Rian; Pratama Benny Herlandy; Melly Novalia

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2025 LPPM Universitas 17 Agustus 1945 Semarang

This research develops CompuParts Game, a mobile-based educational game that serves as an interactive learning media to understand computer components. The game was designed using the Game Development Life Cycle (GDLC) method which consists of six main stages, namely concept design, pre-production, production, testing, launch, and post-production. By applying gamification principles, the game features levels, leaderboards, and immediate feedback to increase user engagement in the learning process. Evaluation was conducted on 20 students, with the results showing that the game is effective in improving the understanding of the function and assembly of computer components in a more interactive and fun way. In addition, the questionnaire results showed a user satisfaction level of 85.75%, which indicates that this game is well received as a mobile-based learning media. The use of CompuParts Game is expected to be an innovative solution in improving the accessibility and effectiveness of technology learning, especially in the growing digital education environment. With an interactive approach, this game provides a more interesting learning experience and motivates students to better understand technology concepts in depth.

Angga Prayuda; Nurliana Damanik; Idris Siregar

Jurnal Manajemen dan Pendidikan Agama Islam 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

In this sophisticated era, the use of mobile phones among teenagers has increased rapidly both for learning and daily needs. Excessive use of mobile phones will have an impact on the lifestyle of teenagers because of playing online games. Therefore, this study aims to determine the impact of online games among teenagers in the perspective of Islam, especially referring to the views of the hadith. The population in this study were teenagers aged 15-17 years who played the online game mobile legend around 4-7 hours or more per day and teenagers who were addicted to the online game mobile legend numbered 5 respondents. This study uses a qualitative method with a case study approach by means of observation and interviews and documentation. The results of the analysis of interviews and observations show that the influence of the online game mobile legend greatly affects the development and growth of teenagers because online games affect the health, psychology, academics, social, and free time that teenagers have is wasted which is detrimental to themselves. Islam does not forbid its people to have fun, but it must remain within the limits and corridors that are determined. The games played should be in accordance with their portion, aka not excessive. Don't let entertainment take up all your time, disrupt your health, hinder other activities, take up study and work time and don't let it distract someone from their main duties, especially in worship, and don't let it make people forget about more important games, such as physical exercise to improve your health or do better activities than being addicted to playing online games. Games also shouldn't make people fall into addiction.  

Nurul Karisma; Yovita Eka Wulandari; Shelvi Amalia Putri

ARDHI : Jurnal Pengabdian Dalam Negri 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This article aims to analyze the views of Generation Z (Gen Z) towards the use of Mobile Legends online game as a source of income. This research uses a qualitative approach with a case study method involving six research subjects aged 20-24 years old and actively playing Mobile Legends. Data were collected through semi-structured interviews, observations, and documentation studies. The results showed that Gen Z has a positive view of Mobile Legends as a source of additional income. Their main motivations are the desire to earn extra income, an income-generating hobby, filling spare time, and entrepreneurial opportunities. The strategies used include selling accounts, becoming a jockey, live streaming, content creation, and participating in tournaments. Challenges faced include fierce competition, meta game changes, risk of fraud, and the need to maintain a balance between gaming and real life. Playing intensity has a relationship with monetization success, but excessive intensity can have a negative impact. This research provides new insights into the phenomenon of online game utilization as a source of income among Gen Z and its implications for the digital economy and entrepreneurship.

Mario Andreas Ginting; Rusdiono Rusdiono; Moudy Fitria Respati; Syafrizal Helmi Situmorang; Beby Karina Fawzeea Sembiring

International Journal of Management Science and Business 2024 International Forum of Researchers and Lecturers

The purpose of the research is to find out Brand Experience in analyzing Consumer Satisfaction for the purchase of Virtual Items in the Mobile Legend game. The method in writing this article, literature review plays an important role in formulating research ideas, understanding previous findings related to the topic raised, and identifying gaps in existing knowledge. Systematic literature reviews (SLRs) were conducted in two well-known databases, Science Direct and Scopus. After applying the inclusion and exclusion criteria, 1,498 out of 2,038 articles were considered relevant. Afterwards, these papers were carefully examined to produce an in-depth analysis of the subject. In the end, 12 papers were selected for in-depth examination in this study. Based on data from SLR articles written between 2021 and 2024. The research methodology used in this paper includes descriptive analysis and bibliographic analysis. The results of the article are known that Brand experience plays a very important role in increasing consumer satisfaction in purchasing Mobile Legends virtual game items. By creating a positive and consistent experience, developers can build strong relationships with players and encourage them to become loyal customers.    

Defio Mario Ratu; Melky Pangemanan

VitaMedica : Jurnal Rumpun Kesehatan Umum 2024 STIKES Columbia Asia Medan

Online gaming has become an integral part of the lives of many college students around the world. This phenomenon has a variety of impacts, both positive and negative. Playing online games is an activity that is carried out with the aim of obtaining pleasure without considering what will happen from the activity. This study aims to determine the impact of the online game Mobile Legends: Bang Bang on students of the Islamic Communication and Broadcasting study program at the Bone State Islamic Religious Institute. This research uses field research and the type of research is qualitative research. Data processing in this study is carried out by processing and analyzing data qualitatively. Qualitative data processing and analysis are carried out through data reduction, data presentation, verification and conclusion drawn. The results of the study show that the impact of online games consists of two, namely negative impact and positive impact. The positive impacts of online games are skill development, hand-eye coordination, social skills and collaboration, language development, and a source of entertainment and relaxation. Negative impacts are dependence and addiction, physical health, social isolation, financial impact, and stress levels.