Emily is Away (Playtest von MONKE CIRCLE): Unterschied zwischen den Versionen
(Die Seite wurde neu angelegt: „Dies ist ein '''Playtest-Report''' des Teams MONKE CIRCLE für das Fach Game Design Fundamentals. == Playtest-Details == Spiel: Life is Strange - Episode 1. Playtester: GOOS und Xternisten. Anzahl der durchgeführten Tests: 3. == Interview == === Was hat den Spieler*innen gefallen? === * Die References * Der Vibe des Spiels * Das Grundkonzept * Bezug auf einem selbst === Was hat den Spieler*innen nicht gefallen? === * Emily ist ma…“) |
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== Playtest-Details == | == Playtest-Details == | ||
Spiel: | Spiel: Emily is Away | ||
Playtester: [[GOOS]] und [[Xternisten]]. | Playtester: [[GOOS]] und [[Xternisten]]. | ||
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! Frage !! Statement !! Durchschnittlicher Wert | ! Frage !! Statement !! Durchschnittlicher Wert | ||
|- | |- | ||
| 1 || I felt content || | | 1 || I felt content || 3,4 | ||
|- | |- | ||
| 2 || I felt skilful || | | 2 || I felt skilful || 3,7 | ||
|- | |- | ||
| 3 || I was interested in the game's story || | | 3 || I was interested in the game's story || 3,7 | ||
|- | |- | ||
| 4 || I thought it was fun || | | 4 || I thought it was fun || 3,4 | ||
|- | |- | ||
| 5 || I was fully occupied with the game || | | 5 || I was fully occupied with the game || 3 | ||
|- | |- | ||
| 6 || I felt happy || | | 6 || I felt happy || 2,4 | ||
|- | |- | ||
| 7 || It gave me a bad mood || | | 7 || It gave me a bad mood || 0,7 | ||
|- | |- | ||
| 8 || I thought about other things || | | 8 || I thought about other things || 0,7 | ||
|- | |- | ||
| 9 || I found it tiresome || | | 9 || I found it tiresome || 0,7 | ||
|- | |- | ||
| 10 || I felt competent || | | 10 || I felt competent || 3,4 | ||
|- | |- | ||
| 11 || I thought it was hard || | | 11 || I thought it was hard || 0 | ||
|- | |- | ||
| 12 || It was aesthetically pleasing || | | 12 || It was aesthetically pleasing || 3,4 | ||
|- | |- | ||
| 13 || I forgot everything around me || | | 13 || I forgot everything around me || 1,4 | ||
|- | |- | ||
| 14 || I felt good || 2, | | 14 || I felt good || 2,4 | ||
|- | |- | ||
| 15 || I was good at it || 3 | | 15 || I was good at it || 3,7 | ||
|- | |- | ||
| 16 || I felt bored || 0, | | 16 || I felt bored || 0,4 | ||
|- | |- | ||
| 17 || I felt successful || 3, | | 17 || I felt successful || 3,4 | ||
|- | |- | ||
| 18 || I felt imaginative || 2 | | 18 || I felt imaginative || 2 | ||
|- | |- | ||
| 19 || I felt that I could explore things || | | 19 || I felt that I could explore things || 1,7 | ||
|- | |- | ||
| 20 || I enjoyed it || 3, | | 20 || I enjoyed it || 3,4 | ||
|- | |- | ||
| 21 || I was fast at reaching the game's targets || 2, | | 21 || I was fast at reaching the game's targets || 2,7 | ||
|- | |- | ||
| 22 || I felt annoyed || | | 22 || I felt annoyed || 1,7 | ||
|- | |- | ||
| 23 || I felt pressured || 0, | | 23 || I felt pressured || 0,4 | ||
|- | |- | ||
| 24 || I felt irritable || 0, | | 24 || I felt irritable || 0,4 | ||
|- | |- | ||
| 25 || I lost track of time || 1, | | 25 || I lost track of time || 1,4 | ||
|- | |- | ||
| 26 || I felt challenged || | | 26 || I felt challenged || 0 | ||
|- | |- | ||
| 27 || I found it impressive || 2 | | 27 || I found it impressive || 2 | ||
|- | |- | ||
| 28 || I was deeply concentrated in the game || | | 28 || I was deeply concentrated in the game || 1,7 | ||
|- | |- | ||
| 29 || I felt frustrated || 0, | | 29 || I felt frustrated || 0,7 | ||
|- | |- | ||
| 30 || It felt like a rich experience|| | | 30 || It felt like a rich experience|| 1,7 | ||
|- | |- | ||
| 31 || I lost connection with the outside world || 1 | | 31 || I lost connection with the outside world || 1 | ||
|- | |- | ||
| 32 || I felt time pressure || 0 | | 32 || I felt time pressure || 0 | ||
|- | |- | ||
| 33 || I had to put a lot of effort into it || | | 33 || I had to put a lot of effort into it || 0 | ||
|} | |} | ||
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Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf: | Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf: | ||
* Competence (Fragen 2, 10, 15, 17 und 21): '''2 | * Competence (Fragen 2, 10, 15, 17 und 21): '''3,2''' | ||
* Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): ''' | * Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): '''2,6''' | ||
* Flow (Fragen 5, 13, 25, 28 und 31): ''' | * Flow (Fragen 5, 13, 25, 28 und 31): '''1,7''' | ||
* Tension/Annoyance (Fragen 22, 24 und 29): ''' | * Tension/Annoyance (Fragen 22, 24 und 29): '''1''' | ||
* Challenge (Fragen 11, 23, 26, 32 und 33): '''0, | * Challenge (Fragen 11, 23, 26, 32 und 33): '''0,2''' | ||
* Negative affect (Fragen 7, 8, 9 und 16): '''0, | * Negative affect (Fragen 7, 8, 9 und 16): '''0,6''' | ||
* Positive affect (Fragen 1, 4, 6, 14 und 20): '''2, | * Positive affect (Fragen 1, 4, 6, 14 und 20): '''2,7''' | ||
[[Kategorie:Playtest]] | [[Kategorie:Playtest]] | ||
[[Kategorie:Playtest im SS 2023]] | [[Kategorie:Playtest im SS 2023]] |
Version vom 15. Juni 2023, 15:43 Uhr
Dies ist ein Playtest-Report des Teams MONKE CIRCLE für das Fach Game Design Fundamentals.
Playtest-Details
Spiel: Emily is Away
Playtester: GOOS und Xternisten.
Anzahl der durchgeführten Tests: 3.
Interview
Was hat den Spieler*innen gefallen?
- Die References
- Der Vibe des Spiels
- Das Grundkonzept
- Bezug auf einem selbst
Was hat den Spieler*innen nicht gefallen?
- Emily ist manchmal zu irrational
- Keine Vielfalt bei Enden
Vorschläge für Verbesserungen
- Mehr Kontakte bzw. Ansprechpersonen wären nett
- Mehr Diversität bei Antworten
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 | 3,4 |
2 | I felt skilful | 3,7 |
3 | I was interested in the game's story | 3,7 |
4 | I thought it was fun | 3,4 |
5 | I was fully occupied with the game | 3 |
6 | I felt happy | 2,4 |
7 | It gave me a bad mood | 0,7 |
8 | I thought about other things | 0,7 |
9 | I found it tiresome | 0,7 |
10 | I felt competent | 3,4 |
11 | I thought it was hard | 0 |
12 | It was aesthetically pleasing | 3,4 |
13 | I forgot everything around me | 1,4 |
14 | I felt good | 2,4 |
15 | I was good at it | 3,7 |
16 | I felt bored | 0,4 |
17 | I felt successful | 3,4 |
18 | I felt imaginative | 2 |
19 | I felt that I could explore things | 1,7 |
20 | I enjoyed it | 3,4 |
21 | I was fast at reaching the game's targets | 2,7 |
22 | I felt annoyed | 1,7 |
23 | I felt pressured | 0,4 |
24 | I felt irritable | 0,4 |
25 | I lost track of time | 1,4 |
26 | I felt challenged | 0 |
27 | I found it impressive | 2 |
28 | I was deeply concentrated in the game | 1,7 |
29 | I felt frustrated | 0,7 |
30 | It felt like a rich experience | 1,7 |
31 | I lost connection with the outside world | 1 |
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): 3,2
- Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 2,6
- Flow (Fragen 5, 13, 25, 28 und 31): 1,7
- Tension/Annoyance (Fragen 22, 24 und 29): 1
- Challenge (Fragen 11, 23, 26, 32 und 33): 0,2
- Negative affect (Fragen 7, 8, 9 und 16): 0,6
- Positive affect (Fragen 1, 4, 6, 14 und 20): 2,7