Spooky's Jump Scare Mansion (Playtest von MTD Mädels + Adrian): Unterschied zwischen den Versionen
Spooky's Jump Scare Mansion (Playtest von MTD Mädels + Adrian) (Quelltext anzeigen)
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Dies ist ein '''Playtest-Report''' des Teams [[Beispiel:Example Team]] für das [[Fach Game Design Fundamentals]]. | |||
== Playtest-Details == | |||
Spiel: [[Beispiel:Spelunky]] | |||
Playtester: [[The Other Team]] | |||
== Interview == | |||
=== Was hat den Spieler*innen gefallen? === | |||
Fassen Sie hier zusammen, was den Tester*innen gefallen hat. | |||
=== Was hat den Spieler*innen nicht gefallen? === | |||
Fassen Sie hier zusammen, was den Tester*innen nicht gefallen hat. | |||
=== Vorschläge für Verbesserungen === | |||
Geben Sie hier an, wenn Vorschläge für Verbesserungen gemacht wurden. | |||
== Game Experience Questionnaire Resultat == | |||
Die Tabelle zeigt die Mittelwerte des [https://research.tue.nl/en/publications/the-game-experience-questionnaire Game Experience Questionnaire], die bei den einzelnen Fragen in den Playtests erzielt wurden. | |||
{| class="wikitable sortable" | |||
|- | |||
! Frage !! Statement !! Durchschnittlicher Wert | |||
|- | |||
| 1 || I felt content || 0,0 | |||
|- | |||
| 2 || I felt skilful || 0,0 | |||
|- | |||
| 3 || I was interested in the game's story || 0,0 | |||
|- | |||
| 4 || I thought it was fun || 0,0 | |||
|- | |||
| 5 || I was fully occupied with the game || 0,0 | |||
|- | |||
| 6 || I felt happy || 0,0 | |||
|- | |||
| 7 || It gave me a bad mood || 0,0 | |||
|- | |||
| 8 || I thought about other things || 0,0 | |||
|- | |||
| 9 || I found it tiresome || 0,0 | |||
|- | |||
| 10 || I felt competent || 0,0 | |||
|- | |||
| 11 || I thought it was hard || 0,0 | |||
|- | |||
| 12 || It was aesthetically pleasing || 0,0 | |||
|- | |||
| 13 || I forgot everything around me || 0,0 | |||
|- | |||
| 14 || I felt good || 0,0 | |||
|- | |||
| 15 || I was good at it || 0,0 | |||
|- | |||
| 16 || I felt bored || 0,0 | |||
|- | |||
| 17 || I felt successful || 0,0 | |||
|- | |||
| 18 || I felt imaginative || 0,0 | |||
|- | |||
| 19 || I felt that I could explore things || 0,0 | |||
|- | |||
| 20 || I enjoyed it || 0,0 | |||
|- | |||
| 21 || I was fast at reaching the game's targets || 0,0 | |||
|- | |||
| 22 || I felt annoyed || 0,0 | |||
|- | |||
| 23 || I felt pressured || 0,0 | |||
|- | |||
| 24 || I felt irritable || 0,0 | |||
|- | |||
| 25 || I lost track of time || 0,0 | |||
|- | |||
| 26 || I felt challenged || 0,0 | |||
|- | |||
| 27 || I found it impressive || 0,0 | |||
|- | |||
| 28 || I was deeply concentrated in the game || 0,0 | |||
|- | |||
| 29 || I felt frustrated || 0,0 | |||
|- | |||
| 30 || It felt like a rich experience|| 0,0 | |||
|- | |||
| 31 || I lost connection with the outside world || 0,0 | |||
|- | |||
| 32 || I felt time pressure || 0,0 | |||
|- | |||
| 33 || I had to put a lot of effort into it || 0,0 | |||
|} | |||
=== 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 | |||
[[Kategorie:Playtest]] | |||
[[Kategorie:Playtest im SS 2022]] |