Additive Ratio Assessment (ARAS) Method in The Selection of Popular Mobile Games

Dealing with using smartphones was growing will increase the sales value of the mobile game industry, both from local and foreign developers. It can impact the increasing number of start-ups trying to get involved in the game industry, as well as a large number of job opportunities for those who want to be strengthened in the development of mobile games. This opportunity become the


Introduction
Mobile games are types of games that are usually played on mobile phones [1] [2].It also refers to any game played on portable devices, including mobile phones (feature phones or smartphones), tablets, PDAs to handheld game consoles such as the PSP and Nintendo Wii U with or without network availability.Nowadays, mobile games have been developed to run on various platforms and technologies.The most widely supported platforms are iOS and Android.The mobile version of Microsoft Windows 10 (formerly Windows Phone) is also still actively supported, although, in the market share, it is less competitive than iOS and Android.
According to Newzoo's data, the value of the mobile gaming industry in 2021 will reach US$90.7 billion.However, that number includes the total consumer spending only, without calculating the income from advertising.The App Store is still the biggest contributor.Around US$41.1 billion or 45.3% of the mobile game industry's revenue comes from the App Store.Meanwhile, Google Play contributed US$28.2 billion or around 31.1% of revenue to the mobile game industry.About 23% worth US$21.3 billion, came from third-party app stores.The growth rate of the mobile game Dealing with using smartphones was growing will increase the sales value of the mobile game industry, both from local and foreign developers.It can impact the increasing number of start-ups trying to get involved in the game industry, as well as a large number of job opportunities for those who want to be strengthened in the development of mobile games.This opportunity become the main sector in the domestic creative industry.In Indonesia, the development of mobile games was deemed necessary to analyze the most popular mobile game products that assist by criteria of game.It shows the market trend currently.The researcher hopes this result can provide for developers to choose the type of game to be strengthened based on certain categories .The mobile games involved in this research are Garena Free Fire, Mobile Legend: Bang Bang, PUBG Mobile, Higgs Domino Island, Ragnarok X: Next Generation, Rise of Kingdoms: Lost Crusade, Roblox, State of Survival: Survive The Zombie Apocalypse, Genshin Impact, Coin Monster, Minecraft, Clash Royale, Clash of Clans, Ragnarok M: Eternal Love, State of Survival: The Walking Dead Collaboration.The research was an Additive Ratio Assessment (ARAS) method with the results of 5 recommended mobile games.The test is carried out with a sensitivity test which shows the criterion of "not containing violence" which is the most sensitive criterion among other criteria.industry in 2019-2024 is 11.2%.So, in 2024, the mobile game industry is expected to be worth US$116.4billion.China is still the country with the largest mobile game industry.
The value of the mobile game industry in the country reached US $ 31.4 billion.Meanwhile, the second place is held by the United States, with the mobile game industry worth US$14.8 billion, followed by Japan (US$12.4 billion).South Korea took the 4th position with US$4.2 billion in the mobile game industry and India took the 5th position with US$2.2 billion value.Indonesia is in 8th position with US$1.5 billion of mobile game industry value.In Indonesia, as much as the US $ 1.3 billion of revenue for the mobile game industry comes from Google Play.The App Store only contributed US$210 million and third-party app stores US$35.8 million.The one thing that drives the growth of the mobile game industry is the increasing number of smartphone users in the world.The more people who use smartphones, the bigger the mobile game market.During the 2019-2024 period, the average growth rate (CAGR) on the number of smartphone users in the world was 6.1%.In 2021, it is estimated that the number of smartphone users in the world will reach 3.9 billion people, up 6.1% from last year.Meanwhile, in 2024, the number of smartphone users is expected to reach 4.5 billion people.
Dealing with uses smartphones was growing will increase the sales value of the mobile game industry, both from local and foreign developers.It can impact the increasing number of start-ups trying to get involved in the game industry, as well as a large number of job opportunities for those who want to be strengthened in the development of mobile games.This opportunity become the main sector in the domestic creative industry.In Indonesia, the development of mobile games was deemed necessary to analyze the most popular mobile game products that assist by criteria of game.It shows the market trend currently.The researcher hope this result can provide for developers to choose the type of game to be strengthened based on certain categories.

Material and Method
The subject of this study takes criteria from mobile games in general and various genres.The referenced mobile game through best-selling mobile games in Indonesia, such as Mobile Legends, PUBG, Call of Duty Mobile, Free fire, etc.
The game selection uses the Additive Ratio Assessment (ARAS) method, that used for ranking criteria.Research using the ARAS method has been commonly used.In a study conducted by [3] using the ARAS method for decision making in determining the beneficiaries of livable houses based on 8 criteria, namely; raw materials for cooking, house status, number of children, income, floor type, roof type, wall type, and house area that used 10 alternative data.The results obtained from this study are 6 alternatives that are recommended to get the benefits of livable houses.Furthermore, research by [4] introduced a new ARAS method with a case study on evaluating the work atmosphere in an office space.The purpose of this study was to determine the steps to improve the office environment where they work.This research aims to find out the suggestion for replacing the indoor air, humidity, air temperature, lighting intensity, airflow rate, and dew point.The weight of the criteria in this study used the pairwise comparison method.The ARAS method is also used in this research [5] to identify indicators of corporate social responsibility and determine company ratings based on these indicators.Researchers used the SWARA and ARAS methods to evaluate and rank the data.Meanwhile, the research on mobile games has also been conducted by [6] who analyzed the revenue model of the most popular games on Google Play.The discussion focuses on the quantitative distribution of the application sales model and the free model in terms of quality and number of downloads.Based on the results, it was found that there is no promising revenue model for the application.The study [2] investigated the relationship between mobile game addiction and mental health outcomes.This study examines the relationship between the addition of mobile games with social anxiety, depression, and loneliness among adolescents.The results of this study revealed that male adolescents tend to be more socially anxious when using mobile games addictively.Meanwhile, a study conducted by [7] examined the relationship between online mobile game addiction and loyalty to the purchase intention of applications in online mobile games.The results indicated that (i) online mobile game addiction has a significant positive relationship with online mobile game loyalty; (ii) online mobile game addiction has a positive relationship with online mobile game in-app purchases, and (iii) online mobile game loyalty increases game users' intention to purchase online mobile in-game applications.Furthermore, research was conducted by [8] [10] discusses providing game analysis evaluations to increase user acceptance of Mobile Legend.The online Mobile legend games were analyzed using a questionnaire game design factor with research variables namely Game Goal, Game Mechanism, Interaction, Freedom, Fantasy Game, Narrative, Sensation, Game Value, Challenge, Social, Mystery, and Plot.In general, the results indicated that the mobile legend application is very visible from the results of respondents' analysis data.About 76%, freedom by percentage, 77%, and fantasy games by percentage, 75%.According to [11] tested mobile in the context of their content and evaluated the situation faced by children through document analysis in several age ratings, game scores, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational values.The results indicated that 90% of mobile games encourage consumerism and 50% contain elements of violence and fear.
In addition to several studies on mobile games, the average refers to the negative impact of the mobile game.Therefore this study was deemed necessary to select the types of popular games based on several criteria using the ARAS method.a sensitivity test was carried out for the test.The Additive Ratio Assessment (ARAS) method test is one of the multiple-criteria decision-making methods based on the concept of ranking using the utility degree, namely by comparing the overall index value of each alternative to the overall index value of the optimal alternative.
The steps in the ARAS Method [12][13]: 1. Formation of a decision-making matrix: ) Where Si is the value of the alternative optimization function i.The greatest value is the best one, and the least value is the worst.Taking into account the process, the proportional relationship with the value and weight of the criteria studied influences the final result.

Determining the highest rank of alternative
=     (7) where: Si and S0 are the values of the optimality criteria.Ki = the value of the alternative ranking level Si = the optimum value for the alternative i So = the optimum value for the optimal alternative

Result and discussion
To determine the selection of popular mobile games, a simple hierarchy will be made consisting of 3 levels of goals or main objectives, criteria, and alternatives.Table 1 shows the data on the alternatives used in this study.Table 2 shows the alternatives made from content that does not contain violence, does not contain pornographic elements, is entertaining, is game graphics, and is creative.From the alternative data in Table 2, the next step is to determine the suitable alternative to rate each criterion as shown in Table 5.The next step was to determine the suitable alternative way to rate each creation.In this study, all the criteria of benefit type were used MAX.Then the normalization process is carried out.The results of the calculation of the normalized decision matrix are as follows: To determine the value of the optimization function, by adding up the value of the criteria for each alternative from the results of matrix multiplication with weights as in equation ( 6).The results showed: S0 = 0,06573 S1 = 0,04997 S2 = 0,05723 S3 = 0,05723 S4 = 0,06339 S5 = 0,05488 S6 = 0,05723 S7 = 0,05694 S8 = 0,05774 S9 = 0,05260 S10= 0,06339 S11= 0,06390 S12= 0,06625 S13= 0,06625 S14= 0,05723 S15= 0,06008 1,044157 Next determine the highest-ranking level of each alternative, by dividing the alternative value against alternative 0(A0) as in equation (7).The results can be seen as follows: From the calculation results of the highest-ranking level of the alternatives where the value of each is sorted from the highest value to the lowest value, the following results are obtained: Based on the calculation above, out of 15 mobile games that meet the predetermined criteria, only 5 popular mobile games in Indonesia are recommended, namely "Minecraft, Clash of Royale, Clash of Clans, Roblox, and Coin Monster".

Testing
Researchers employed a sensitivity test for each criterion to carry out and to find out how sensitive the criteria are [14].The more sensitive the value obtained from each change, the more important these criteria have an important role in the selection process.For this case, the sensitivity test was carried out by decreasing and increasing the value of the criteria weights as much as -20%, -10%, 0, 10%, and 20%.The results of the sensitivity test can be seen in Table 8-12.

2 ) 2 . 3 .
of alternatives against criteria Xoj = optimum value of criteria J If the optimum value of criteria is J (xoj) is not known, then: [F2] (Normalization of the decision matrix for all criteria a.If the criterion is benefited (max), then normalization is carried out following the following rules:   * is the normalization value.b.If the criteria are non-benefit, then normalization is carried out following the following rules: Determines the weight of the normalized matrix D = [dij] m x n = rij.wj(5) Where: wj = criterion weight 4. Determine the value of the optimization function   = ∑ =   1   : ( = 1,2, … .:  = 1,2, … ., ) [9]arding virtual communication in online games.The purpose of this study was to determine the virtual communication in the Mobile Legends game.The results of this research indicated that virtual communication occurs in the Mobile Legends game, namely virtual worlds, virtual communities, chat rooms, MUD&Bot, interactivity, and multimedia because of the interaction and communication carried out in the Mobile Legends and using the internet network.Virtual communication greatly influences the effectiveness of communicating and with the facilities provided by Mobile Legends players can communicate without having to meet face to face.Then research[9]was to determine the player's verbal communication in the Mobile Legends: Bang Bang game and the non-verbal communication of players in the Mobile Legends: Bang Bang game.The results showed that in the game Mobile Legends: Bang Bang there are verbal communication channels in the form of discord, microphone, and voice chat, non-verbal communication in the form of stickers, emojis.While the form of verbal communication is Mabar (playing together), the squad (teams or groups playing in games), non-verbal forms of communication in the form of special terms such as noob, AFK, GG, GGWP, savage, buff, etc.On user experience, research conducted by

Table 1
Game Alternatives

Table 2
Alternative Data

Table 3
is a table of criteria which is the criteria used that consists of information, types, and weights that have been determined.

Table 3
Criteria Weight

Table 4
is a table of alternative value weights, which have been compiled according to needs starting from the name and weight value, each of them has a different entry for each level.

Table 4
Criteria Conversion

Table 5
Input Criteria

Table 7
Alternative Final Result

Table 8
Result of Sensitivity Test for Criteria 1