Thursday, 21 April 2016

Survey Results








After concluding the results of this Survey of 16 participants, although not being an absolutely conclusive report, because of the lack in numbers, of people used as participants. Rather the results of this survey would be used as a source of general feedback, instead of being a report that gave definitive Proof I had been successful in emulating sense of presence within my game with the same methods applied in the games industry. The general age range between varied between 18 - 50, with the majority of this consensus being on the younger side of the scale, (18 -25), with slightly higher ratio of participants being male (10 - 6).

The intention of creating an emotional impact (atmosphere) was  successful (100%) , especially when it came to the realistic style of the environment & the implemented sound, but upon reading the feedback quotes at the end, the general consensus was that, more interactivity with objects and a little bit of story was needed, to make the player feel more like they were there -(enhancing the sense of presence). The intention for the genre of this game was to scare people & from the feedback, most of the players generally said they felt fear & anxiety while playing through it.


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