Spooky's Jump Scare Mansion (Playtest von Bool teamname = dru;): Unterschied zwischen den Versionen

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| 18 || I felt imaginative || 3,0
| 18 || I felt imaginative || 3,0
|-
|-
| 19 || I felt that I could explore things || 0,0
| 19 || I felt that I could explore things || 3,0
|-
|-
| 20 || I enjoyed it || 0,0
| 20 || I enjoyed it || 3,0
|-
|-
| 21 || I was fast at reaching the game's targets || 0,0
| 21 || I was fast at reaching the game's targets || 3,0
|-
|-
| 22 || I felt annoyed || 0,0
| 22 || I felt annoyed || 0,5
|-
|-
| 23 || I felt pressured || 0,0
| 23 || I felt pressured || 1,5
|-
|-
| 24 || I felt irritable || 0,0
| 24 || I felt irritable || 1,0
|-
|-
| 25 || I lost track of time || 0,0
| 25 || I lost track of time || 2,0
|-
|-
| 26 || I felt challenged || 0,0
| 26 || I felt challenged || 2,0
|-
|-
| 27 || I found it impressive || 0,0
| 27 || I found it impressive || 2,5
|-
|-
| 28 || I was deeply concentrated in the game || 0,0
| 28 || I was deeply concentrated in the game || 2,0
|-
|-
| 29 || I felt frustrated || 0,0
| 29 || I felt frustrated || 0,0
|-
|-
| 30 || It felt like a rich experience|| 0,0
| 30 || It felt like a rich experience|| 2,5
|-
|-
| 31 || I lost connection with the outside world || 0,0
| 31 || I lost connection with the outside world || 3,0
|-
|-
| 32 || I felt time pressure || 0,0
| 32 || I felt time pressure || 2,0
|-
|-
| 33 || I had to put a lot of effort into it || 0,0
| 33 || I had to put a lot of effort into it || 1,0
|}
|}



Aktuelle Version vom 23. Mai 2024, 16:45 Uhr

Dies ist ein Playtest-Report des Teams Bool teamname = dru; für das Fach Game Design Fundamentals.

Playtest-Details

Spiel: Spooky's Jump Scare Mansion (andere Playtests: Die Rasselbande & GOOS)

Playtester: Sugarfree Sugar Mommies

Anzahl der durchgeführten Tests: 3

Interview

Was hat den Spieler*innen gefallen?

Atmosphäre, Design

Was hat den Spieler*innen nicht gefallen?

eher langeiliges gameplay, anstrengende Effekte, Steuerung buggy und anstrengend.

Vorschläge für Verbesserungen

Savepoints besser ersichtlich, mehr cuteness

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

Auswertung der Komponenten

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

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