Development Of Professional Web-Based Gamers Recruitment Information System
The purpose of this research is to find professional gamers who are developing in the world of e-sports. As for the background of this writing because e-sport in the world is growing rapidly in all corners of the world but there is not yet a place to accommodate these professional gamers to be seen by e-sport management in the world. This application has good potential to be implemented because it can produce a new Professional Gamers . The method used in this study is a descriptive method, to present a complete picture of the situation related to several variables of the situation being examined. The results of this study are to facilitate e-sport management in finding professional gamers, this research was conducted by discussing the player registration system, e-sport management registration, adding CV player, player contract to e-sport management.
Introduction
The internet is an information medium used by almost all institutions, organizations, businesses, and individuals in introducing or promoting products or services. Video game machines are very popular in many types of electronic video game machines that are widely developed. This machine is microprocessor based in terms of the winning combination of games that can be seen. Electronic video media is very easy to use to provide multiple game simulations for some games more than others. Although multiple gameplay can be arranged simultaneously for all types of games. Electronic video game machines provide definite satisfaction for players. Every day many people interact with each other in a popular online environment called Massively-Multiplayer Online Role-Playing Games (MMORPGs). According to Yee, N, MMORPG players, who range in age from 26 years, usually spend 22 hours a week in this environment, MMORPGs may be of interest to most players because they can meet various types of play styles. It should be recognized that in the past few years, the video game industry has grown rapidly into a very profitable business. Because of the spread of internet networks at home and the use of smartphones, the development of business models like that depends on the opportunities that already exist by online gaming has grown from what is now known as eSports. It is important to mention that eSport business has experienced tremendous success. Electronic sports, or eSport, organizes video game competitions commonly known as cybersport, virtual sports, and competitive games. eSport has become a part of gamer culture and as a new competitive spectacle. Digital games have proven to be a popular cultural activity among teenagers, and have also become the center of industrial marketing and promotion now. Professional gamers are often recruited to test the games used to play tournaments such as PlayStation games to be released and tournaments are often used by game developers as a benchmark for how well the game is at high levels in the game. eSport is also important as a study topic because the models adopted from sports and games are transacted through digital technology.
eSport represents the level of interactive video game tournaments, described by UK eSports as the highest level of video games in terms of skills and professionalization. Sports generally refers to professional and amateur video games that are often coordinated by different leagues where players become team members or "sports" organizations sponsored by various business organizations. In recent years eSports has become one of the fastest growing new forms of media driven by the growing number of online and online broadcasting and it can be estimated that more than 70 million people watched eSports during 2013. Professional games have high economic and cultural bets for their players outside of the clear tournament prizes. Each competition is an opportunity to gain followers to build a reputation, and form a personality that can be marketed by professional players to earn money through sponsorship and support.
Method
The research method used is describe qualitative method in the form of actual or accurate systematic description or fact writing, as well as detailed relationships between phenomena. This research method is used because the scientific research process is carried out to interpret and describe the data concerned with the situation that is happening in e-sport. Data collection methods can be obtained directly from research objects and references that have been obtained to build applications using Pressman Modification Waterfall.
Results and Discussion
Waterfall method was first introduced by Royce in 1970 with seven sequential stages and has a feedback loop between stages if needed, can be seen in Figure 2a Royce, 1970. This method has undergone many improvements and changes, namely changes in steps from seven to five stages can be seen in Figures 2b and 2c.
Using the version because this method is the latest version of the Waterfall method in this study. This method has the following stages:
Requirements analysis and definition
System services, constraints, and objectives are determined by the results of consultations with users which are then interpreted in detail and function as system specifications.
System and software design
Stages of system design allocate system requirements for both hardware and software by forming the system as a whole. Software design involves the meaning and depiction of basic system software abstractions and their relationships.
Implementation and unit testing
At this stage, software design is realized as a series of programs. Testing involves verifying that each unit passes in its specifications.
Integration and system testing
Individual units of programs or programs are combined and tested as a complete system to check whether they are compatible with software requirements or not. After testing, the software can be sent to the customer.
Operation and maintenance
Usually this stage is a long step. The system is installed and used real. Maintenance involves justifying errors that were not found in the previous stages, improving the implementation of system units, and improving system services as new needs.
Basically, each stage in the Waterfall method produces one or more documents that have been approved. The next stage cannot begin before the previous stage is complete. At a practical level, the stages overlap and provide information to each other. When designing, problems with requirements are identified. During coding, design problems can be found. The software development process is not a simple linear model because it also involves feedback from one stage to another. Documents generated at each stage are likely to have to be changed to suit the changes that have been made Sommerville, 2011.
Iteration becomes expensive and involves repetition of work seen from the cost of production and approval of documents. After a small number of iterations, part of the development will be frozen, such as specifications and proceed to the next stage. Some problems are left to be resolved later or ignored. At the final stage, the software starts trying. Errors in the initial software requirements can be found. Some design errors or others occur and the need for new functions is identified. Therefore, the system must evolve to remain usable. Making this change can involve previous repetitions. The Waterfall Method is an example of a plan-driven stage, namely in principle the developer must plan and schedule the stages activities before starting to develop the software.
Development aids
- Microsoft visio is used to make production tools such as use cases, use case scenarios, and activity diagrams.
- Android studio is used as a programming language for making software/applications.The function describes in this software/application consists of player, management and system administrator. The player module has a register page, Log in, add cv and contract in the software/application. The eSport Management module has a register, Log in, add player and contract pages. The system administrator module includes approving. The procedure for using this application from the player side is as follows:a. the player lists the account as a player first by filling in the name, email, and telephone number. b. After registering, the player can enter the application using the registered account.
- After entering the main page will appear. In the main page, there is a CV addd. The player can use the add CV feature to register CV so that it can be seen by eSport management. e. When planners appointed by eSport management will contract with management eSport.
The procedure for using this application in terms of eSport management is as follows:
- Management eSport lists account as eSport management first by filling in your name, email, and telephone number.
- After registering, eSport management can enter the application using the registered account.
- After entering the main page will appear. Inside the main page, there is an add player.
- after adding the player that has been selected can contract with the selected playerIn the proposed use case diagram, there are three actors, namely player, eSport management and system administrator. player can access register page, Log in, add cv, contract. While eSport management can access the register page, Log in, add player, contract, while the system administrator can access the contract.
Conclusion
Based on the results of the design and evaluation of the system that has been submitted, it can be concluded that the professional recruitment web of gamers will make it easier for players to get a team and vice versa for eSport management, it will be easy to get new players for the team.