Supermarkt Simulator Prologue: Unterschied zwischen den Versionen

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Zeile 14: Zeile 14:


Fassen Sie hier zusammen, was den Tester*innen gefallen hat.
Fassen Sie hier zusammen, was den Tester*innen gefallen hat.
interview 1:
Netter Flow, Preisanpassung lustig


=== Was hat den Spieler*innen nicht gefallen? ===
=== Was hat den Spieler*innen nicht gefallen? ===


Fassen Sie hier zusammen, was den Tester*innen nicht gefallen hat.
Fassen Sie hier zusammen, was den Tester*innen nicht gefallen hat.
Interview 1:
Mit Trackpad ned so geil.


=== Vorschläge für Verbesserungen ===
=== Vorschläge für Verbesserungen ===


Geben Sie hier an, wenn Vorschläge für Verbesserungen gemacht wurden.
Geben Sie hier an, wenn Vorschläge für Verbesserungen gemacht wurden.
Interview 1:
Preisveränderung der Preise als Statistik ins Interfacce integrieren, damit man nicht ständig zum Computer laufen muss um die Preise gerecht zu gestalten.


== Game Experience Questionnaire Resultat ==
== Game Experience Questionnaire Resultat ==
Zeile 31: Zeile 46:
! Frage !! Statement !! Durchschnittlicher Wert
! Frage !! Statement !! Durchschnittlicher Wert
|-
|-
| 1 || I felt content || 0,0
| 1 || I felt content || 2,...
|-
|-
| 2 || I felt skilful || 0,0
| 2 || I felt skilful ||1,...
|-
|-
| 3 || I was interested in the game's story || 0,0
| 3 || I was interested in the game's story || 1,...
|-
|-
| 4 || I thought it was fun || 0,0
| 4 || I thought it was fun || 2,...
|-
|-
| 5 || I was fully occupied with the game || 0,0
| 5 || I was fully occupied with the game || 1,...
|-
|-
| 6 || I felt happy || 0,0
| 6 || I felt happy || 1,...
|-
|-
| 7  || It gave me a bad mood || 0,0
| 7  || It gave me a bad mood || 1,...
|-
|-
| 8 || I thought about other things || 0,0
| 8 || I thought about other things || 1,...
|-
|-
| 9 || I found it tiresome || 0,0
| 9 || I found it tiresome || 4,...
|-
|-
| 10 || I felt competent || 0,0
| 10 || I felt competent || 2,...
|-
|-
| 11 || I thought it was hard || 0,0
| 11 || I thought it was hard || 2,...
|-
|-
| 12 || It was aesthetically pleasing || 0,0
| 12 || It was aesthetically pleasing || 1,...
|-
|-
| 13 || I forgot everything around me || 0,0
| 13 || I forgot everything around me || 0,...
|-
|-
| 14 || I felt good || 0,0
| 14 || I felt good || 0,...
|-
|-
| 15 || I was good at it || 0,0
| 15 || I was good at it || 1,...
|-
|-
| 16 || I felt bored || 0,0
| 16 || I felt bored || 2,...
|-
|-
| 17 || I felt successful || 0,0
| 17 || I felt successful || 1,...
|-
|-
| 18 || I felt imaginative || 0,0
| 18 || I felt imaginative || 1,...
|-
|-
| 19 || I felt that I could explore things || 0,0
| 19 || I felt that I could explore things || 1,...
|-
|-
| 20 || I enjoyed it || 0,0
| 20 || I enjoyed it || 1,...
|-
|-
| 21 || I was fast at reaching the game's targets || 0,0
| 21 || I was fast at reaching the game's targets || 0,...
|-
|-
| 22 || I felt annoyed || 0,0
| 22 || I felt annoyed || 3,...
|-
|-
| 23 || I felt pressured || 0,0
| 23 || I felt pressured || 3,...
|-
|-
| 24 || I felt irritable || 0,0
| 24 || I felt irritable || 1,...
|-
|-
| 25 || I lost track of time || 0,0
| 25 || I lost track of time || 1,..
|-
|-
| 26 || I felt challenged || 0,0
| 26 || I felt challenged || 0,...
|-
|-
| 27 || I found it impressive || 0,0
| 27 || I found it impressive || 1,...
|-
|-
| 28 || I was deeply concentrated in the game || 0,0
| 28 || I was deeply concentrated in the game || 1,...
|-
|-
| 29 || I felt frustrated || 0,0
| 29 || I felt frustrated || 0,...
|-
|-
| 30 || It felt like a rich experience|| 0,0
| 30 || It felt like a rich experience|| 1,...
|-
|-
| 31 || I lost connection with the outside world || 0,0
| 31 || I lost connection with the outside world || 0,...
|-
|-
| 32 || I felt time pressure || 0,0
| 32 || I felt time pressure || 0,...
|-
|-
| 33 || I had to put a lot of effort into it || 0,0
| 33 || I had to put a lot of effort into it || 0,...
|}
|}



Version vom 17. Mai 2024, 09:49 Uhr

Dies ist ein Playtest-Report des Teams Broforce für das Fach Game Design Fundamentals.

Playtest-Details

Spiel: Supermarkt Simulator

Playtester: The Other Team

Anzahl der durchgeführten Tests: 6

Interview

Was hat den Spieler*innen gefallen?

Fassen Sie hier zusammen, was den Tester*innen gefallen hat.


interview 1:

Netter Flow, Preisanpassung lustig

Was hat den Spieler*innen nicht gefallen?

Fassen Sie hier zusammen, was den Tester*innen nicht gefallen hat.


Interview 1:

Mit Trackpad ned so geil.

Vorschläge für Verbesserungen

Geben Sie hier an, wenn Vorschläge für Verbesserungen gemacht wurden.


Interview 1:

Preisveränderung der Preise als Statistik ins Interfacce integrieren, damit man nicht ständig zum Computer laufen muss um die Preise gerecht zu gestalten.

Game Experience Questionnaire Resultat

Die Tabelle zeigt die Mittelwerte des Game Experience Questionnaire, die bei den einzelnen Fragen in den Playtests erzielt wurden.

Frage Statement Durchschnittlicher Wert
1 I felt content 2,...
2 I felt skilful 1,...
3 I was interested in the game's story 1,...
4 I thought it was fun 2,...
5 I was fully occupied with the game 1,...
6 I felt happy 1,...
7 It gave me a bad mood 1,...
8 I thought about other things 1,...
9 I found it tiresome 4,...
10 I felt competent 2,...
11 I thought it was hard 2,...
12 It was aesthetically pleasing 1,...
13 I forgot everything around me 0,...
14 I felt good 0,...
15 I was good at it 1,...
16 I felt bored 2,...
17 I felt successful 1,...
18 I felt imaginative 1,...
19 I felt that I could explore things 1,...
20 I enjoyed it 1,...
21 I was fast at reaching the game's targets 0,...
22 I felt annoyed 3,...
23 I felt pressured 3,...
24 I felt irritable 1,...
25 I lost track of time 1,..
26 I felt challenged 0,...
27 I found it impressive 1,...
28 I was deeply concentrated in the game 1,...
29 I felt frustrated 0,...
30 It felt like a rich experience 1,...
31 I lost connection with the outside world 0,...
32 I felt time pressure 0,...
33 I had to put a lot of effort into it 0,...

Auswertung der Komponenten

Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:

  • Competence (Fragen 2, 10, 15, 17 und 21): 0,0
  • Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 0,0
  • Flow (Fragen 5, 13, 25, 28 und 31): 0,0
  • Tension/Annoyance (Fragen 22, 24 und 29): 0,0
  • Challenge (Fragen 11, 23, 26, 32 und 33): 0,0
  • Negative affect (Fragen 7, 8, 9 und 16): 0,0
  • Positive affect (Fragen 1, 4, 6, 14 und 20): 0,0