Werner heisenberg y Moe berg, dos vidas cruzadas por la incertidumbre
Moe wokshop presentation(1)
-
Upload
ashjamesss -
Category
Business
-
view
24 -
download
0
Transcript of Moe wokshop presentation(1)
X GAMES CONSULTING(ZOMBOMB)
QUALITATIVE & QUANTITATIVE RESEARCH
An investigation into online mobile gaming
Chris Gillanders, Joe Harris, Joe Zaric, Ash James
X Games: The Issue• Aim: To investigate whether there is a market for online
mobile zombie games and as a result would our game be accepted into it
The issue: Zombomb have asked us to draw up a mini proposal of and conduct research regarding the following aspects.
• Would students play the game.
• What do they except from a zombie game.
• Online leader boards and multiplayer modes.
• Online leagues against other universities.
Aims & Objectives• Objective 1: To investigate what features and what is expected
in a zombie gaming app.
• Objective 2: Whether or not ages (18-25) university students would play zombie games. Do the play games?
• Objective 3: To determine how much money would students be willing to pay for an app like our new gaming app
• Objective 4: To test a beta on university students aged (18-25) on the proposed gaming app to determine views on it.
Qualitative ResearchDuring this stage of our research we carried out a focus group with university students that are active gamers.
We carried out a series of studies and projects using a moderators guide within this research. This included • Character Drawing • Gaming Attribute test• Story board exercise
Our first practical exercise was to gauge an idea of what specific things students would or wouldn’t want from a zombie gaming app.
The results were as follows.
Top Responses
• Group 1: Most Important- Realistic, Horror, Graphics
• Group 1: Least Important- Add-ons, Price
• Group 2: Most Important-Personalisation, Gory, Multiple Characters
• Group 2: Least Important- Updates, Simplicity
Character Design
Suggests a realistic looking character with a set of different powers.
Different items allow different experiences for every player. Another realistic character
design.
Science-Fiction approach. Different
powers and non-human attributes.
Quantitative Data• Sampling (methods, analysis) interpretation od the data
• During our Quantitative stage of our research we used a survey program (Qualtrics) to gather data based around our objectives.
• This program used software called skip logic to which we implemented in our screening questions to ensure that all data is from the intended target audience.
• Looking at a sample size of 50 people although a sample size so far we have seen distinguished trends throughout the data.
Quantitative Research Graphs
• As shown in the graph there is a huge trend 80% of university students have 1-4 games while 17% and 2% of participants have 5+ games.
Mobile Gaming Usage
This graph illustrates the frequency of how often university students play games.
Storage Analysis of questions surrounding storage consumption of mobile games 48% of students expressed that it is a important feature. We will take this into account when developing the game.
Costing's The Quantitative Research produced a strong response towards a cheaper type game, with 78% of students saying they would pay for a game less than 99p.
Gaming TraitsThere where three main features that stood out in our data. The importance of including graphics a good storyline and gameplay all stood out. This suggests that students prefer games that are more complex and refrain from a one level monotonous game.
Weapon choices were also seen as very important as well with 36% of students choosing this trait.
Gaming Traits
This graph illustrates that 51% of all students that took part in the survey prefer realistic traits in a zombie game.
60% of students say that they'd prefer to include both multiplayer and single player games
Limitations of ResearchQualitative
• First of all, we only interviewed 6 participants as it would have been to time consuming to interview larger numbers.
• Because of this, the qualitative research we conducted has less statistical power and in depth analysis of our topics e.g. costing's and game characteristics .
• If we were to repeat this process, we would attempt to hold more than 1 focus group.
Limitations of ResearchQuantitative
• One limitation of quantitative research is our surveys. It is only as efficient as the questions asked.
• The survey will give us a response of what factors to include, but it wouldn’t provide information about how participants may and deep underlying meanings.
• we only received 50 responses, this isn’t a wide enough insight into how the whole target market feels.
Summary (Based on our findings)
• University students will use a online Zombie zombie gaming app.
• Traits such as storyline, memory and costing's are a big factor when developing the game.
• In game characteristics such as gore, weapon choices and personalisation of characters are all seen as important issues to include.
Thank you for your time.
Any Questions?