MANDAGON (Playtest von Design Dynamos): Unterschied zwischen den Versionen
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! Frage !! Statement !! Durchschnittlicher Wert | ! Frage !! Statement !! Durchschnittlicher Wert | ||
|- | |- | ||
| 1 || I felt content || 2 | | 1 || I felt content || 2,75 | ||
|- | |- | ||
| 2 || I felt skilful || 1,75 | | 2 || I felt skilful || 1,75 | ||
|- | |- | ||
| 3 || I was interested in the game's story || | | 3 || I was interested in the game's story || 1 | ||
|- | |- | ||
| 4 || I thought it was fun || 2 | | 4 || I thought it was fun || 2 | ||
|- | |- | ||
| 5 || I was fully occupied with the game || 2, | | 5 || I was fully occupied with the game || 2,25 | ||
|- | |- | ||
| 6 || I felt happy || | | 6 || I felt happy || 2,5 | ||
|- | |- | ||
| 7 || It gave me a bad mood || 0, | | 7 || It gave me a bad mood || 0,25 | ||
|- | |- | ||
| 8 || I thought about other things || | | 8 || I thought about other things || 0,75 | ||
|- | |- | ||
| 9 || I found it tiresome || | | 9 || I found it tiresome || 1,75 | ||
|- | |- | ||
| 10 || I felt competent || 2, | | 10 || I felt competent || 2,75 | ||
|- | |- | ||
| 11 || I thought it was hard || 1 | | 11 || I thought it was hard || 1 | ||
|- | |- | ||
| 12 || It was aesthetically pleasing || | | 12 || It was aesthetically pleasing || 3,5 | ||
|- | |- | ||
| 13 || I forgot everything around me || 1,5 | | 13 || I forgot everything around me || 1,5 | ||
|- | |- | ||
| 14 || I felt good || | | 14 || I felt good || 2,5 | ||
|- | |- | ||
| 15 || I was good at it || | | 15 || I was good at it || 2,25 | ||
|- | |- | ||
| 16 || I felt bored || | | 16 || I felt bored || 2 | ||
|- | |- | ||
| 17 || I felt successful || 2 | | 17 || I felt successful || 2,25 | ||
|- | |- | ||
| 18 || I felt imaginative || | | 18 || I felt imaginative || 2 | ||
|- | |- | ||
| 19 || I felt that I could explore things || | | 19 || I felt that I could explore things || 3,25 | ||
|- | |- | ||
| 20 || I enjoyed it || 2,5 | | 20 || I enjoyed it || 2,5 | ||
|- | |- | ||
| 21 || I was fast at reaching the game's targets || | | 21 || I was fast at reaching the game's targets || 2,25 | ||
|- | |- | ||
| 22 || I felt annoyed || | | 22 || I felt annoyed || 1,5 | ||
|- | |- | ||
| 23 || I felt pressured || | | 23 || I felt pressured || 0 | ||
|- | |- | ||
| 24 || I felt irritable || 0, | | 24 || I felt irritable || 0,25 | ||
|- | |- | ||
| 25 || I lost track of time || 1, | | 25 || I lost track of time || 1,75 | ||
|- | |- | ||
| 26 || I felt challenged || 1 | | 26 || I felt challenged || 1,25 | ||
|- | |- | ||
| 27 || I found it impressive || 2,5 | | 27 || I found it impressive || 2,5 | ||
|- | |- | ||
| 28 || I was deeply concentrated in the game || 2, | | 28 || I was deeply concentrated in the game || 2,5 | ||
|- | |- | ||
| 29 || I felt frustrated || | | 29 || I felt frustrated || 1,25 | ||
|- | |- | ||
| 30 || It felt like a rich experience|| 1,5 | | 30 || It felt like a rich experience|| 1,5 | ||
|- | |- | ||
| 31 || I lost connection with the outside world || 1, | | 31 || I lost connection with the outside world || 1,5 | ||
|- | |- | ||
| 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 || 1 | ||
|} | |} | ||
Version vom 23. Mai 2024, 15:43 Uhr
Dies ist ein Playtest-Report des Teams Design Dynamos für das Fach Game Design Fundamentals.
Playtest-Details
Spiel: Mandagon
Playtester: Design Dynamos
Anzahl der durchgeführten Tests: 5
Interview
Was hat den Spieler*innen gefallen?
- Schöner Retro Art Style
- Sound Design, relaxende Musik
- Schöne Animationen
- Angenehmes Movement
Was hat den Spieler*innen nicht gefallen?
- es gibt kein Tutorial, man wird ins kalte Wasser geworfen, was anfangs zu Verwirrung führt
- Sprünge nicht anspruchsvoll
Vorschläge für Verbesserungen
- Erklärung wieso X Auswirkung auf Y hat
- background Musik einfügen
- Rätsel "erklären" bzw. verständlicher machen
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 | 2,75 |
2 | I felt skilful | 1,75 |
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 | 2,25 |
6 | I felt happy | 2,5 |
7 | It gave me a bad mood | 0,25 |
8 | I thought about other things | 0,75 |
9 | I found it tiresome | 1,75 |
10 | I felt competent | 2,75 |
11 | I thought it was hard | 1 |
12 | It was aesthetically pleasing | 3,5 |
13 | I forgot everything around me | 1,5 |
14 | I felt good | 2,5 |
15 | I was good at it | 2,25 |
16 | I felt bored | 2 |
17 | I felt successful | 2,25 |
18 | I felt imaginative | 2 |
19 | I felt that I could explore things | 3,25 |
20 | I enjoyed it | 2,5 |
21 | I was fast at reaching the game's targets | 2,25 |
22 | I felt annoyed | 1,5 |
23 | I felt pressured | 0 |
24 | I felt irritable | 0,25 |
25 | I lost track of time | 1,75 |
26 | I felt challenged | 1,25 |
27 | I found it impressive | 2,5 |
28 | I was deeply concentrated in the game | 2,5 |
29 | I felt frustrated | 1,25 |
30 | It felt like a rich experience | 1,5 |
31 | I lost connection with the outside world | 1,5 |
32 | I felt time pressure | 0 |
33 | I had to put a lot of effort into it | 1 |
Auswertung der Komponenten
Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:
- Competence (Fragen 2, 10, 15, 17 und 21): 1,85
- Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 1,917
- Flow (Fragen 5, 13, 25, 28 und 31): 1,85
- Tension/Annoyance (Fragen 22, 24 und 29): 0,5
- Challenge (Fragen 11, 23, 26, 32 und 33): 0,95
- Negative affect (Fragen 7, 8, 9 und 16): 0,625
- Positive affect (Fragen 1, 4, 6, 14 und 20): 1,75