Pengembangan Sistem Pelabelan Otomatis Untuk Aspect-Based Sentiment Analysis Pada Ulasan Video Game Menggunakan Large Language Models

Authors

  • Raditya Naufal Wicaksono

Abstract

Industri video game berkembang pesat dengan jutaan ulasan pengguna yang dihasilkan setiap tahun, namun volume dan kompleksitas opini multi-aspek dalam ulasan tersebut menyulitkan pengembang untuk memperoleh ringkasan yang terstruktur. Penelitian ini bertujuan untuk merancang dan mengembangkan sebuah sistem prototipe fungsional berupa dashboard untuk mengotomatiskan proses Aspect-Based Sentiment Analysis (ABSA) pada ulasan video game. Metodologi penelitian yang digunakan adalah pendekatan hibrida yang mengintegrasikan CRISP-DM untuk fase riset data dan Model Waterfall untuk fase pengembangan sistem. Sebuah dataset ground truth berkualitas tinggi yang terdiri dari 896 ulasan Steam berhasil dibangun melalui proses anotasi manual yang ketat dan divalidasi dengan reliabilitas antar-anotator yang sangat tinggi (nilai Fleiss' Kappa rata-rata > 0.85). Eksperimen evaluasi komprehensif dilakukan untuk menemukan kombinasi strategi prompt engineering dan Large Language Model (LLM) yang paling optimal. Hasil penelitian menunjukkan bahwa strategi prompt 4-Shot + Guideline merupakan yang paling efektif. Pada evaluasi perbandingan model, Llama 4 Maverick menunjukkan kinerja tertinggi untuk tugas Aspect Category Detection (ACD) dengan Macro F1-Score 0.9055 dan tugas Aspect Category Sentiment Classification (ACSC) dengan Macro F1-Score 0.8373. Temuan ini diimplementasikan dalam sebuah prototipe dashboard fungsional, yang menunjukkan kelayakan kombinasi model LLM state-of-the-art dengan strategi prompt yang tepat sebagai pendekatan yang menjanjikan untuk menghasilkan analisis opini pemain yang terstruktur secara otomatis.

Kata kunci— analisis sentimen berbasis aspek, large language model, prompt engineering, ulasan video game, pengembangan sistem.

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Published

2026-04-20

Issue

Section

Prodi S1 Sistem Informasi