PEMANFAATAN TEKNOLOGI VIRTUAL REALITY (VR) UNTUK MENUNJANG KEMAMPUAN INTERPERSONAL SKILL MELALUI GAME VRCHAT

Yudhanto, Allan Sukma (2025) PEMANFAATAN TEKNOLOGI VIRTUAL REALITY (VR) UNTUK MENUNJANG KEMAMPUAN INTERPERSONAL SKILL MELALUI GAME VRCHAT. Tugas Akhir (S1) - thesis, Universitas Bakrie.

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Abstract

This research aims to explore the potential of Virtual Reality (VR) technology in enhancing individuals' social interaction skills. Focusing on the game VRChat as a medium, this study specifically seeks to test the hypothesis that participation in the VRChat game can improve individuals' ability to interact socially. The subjects of this research are 5 individuals who experience difficulties in social interaction in the real world, as well as those who do not experience such difficulties. Strict inclusion and exclusion criteria are applied to ensure sample homogeneity and the validity of the research results. This study employs a quasi-experimental design with a semi-experimental approach. Data collection is conducted through two stages: pre-test and post-test. In the pre-test stage, the subjects' social interaction skills are measured using self-report scales and behavioral observations. After undergoing an intervention involving the use of the VRChat game for 2-3 weeks, the subjects' social interaction skills are measured again in the post-test stage using the same instruments. The analysis results show that 80% of participants experienced a significant increase in confidence, with an average decrease in LSAS scores of 25 points from pre-test to post-test. The gamification-based VR technology has been successfully developed to build users' confidence. The justification for this success is based on the positive increase in social interaction during the integrated tabletop RPG sessions within the virtual world, where participants practice communication skills in a safe and supportive environment. The proper implementation of gamification, such as the use of challenge and reward elements, has created a new and engaging user experience. Quantitative data shows that 90% of participants feel more motivated to actively engage in social interactions after participating in the program. These results indicate that gamification not only enhances confidence but also encourages participants to continue practicing and developing their social skills in everyday life.

Item Type: Thesis (Tugas Akhir (S1) - )
Uncontrolled Keywords: Virtual Reality, VRchat, Social Interaction, Gamification, Social Skills.
Subjects: Computer Science > Computer - Software
Thesis > Thesis (S1)
Divisions: Fakultas Teknik dan Ilmu Komputer > Program Studi Informatika
Depositing User: Allan Sukma Yudhanto
Date Deposited: 11 Sep 2025 09:37
Last Modified: 11 Sep 2025 09:37
URI: https://repository.bakrie.ac.id/id/eprint/12591

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