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Participants
The participants in this test will play the game Commerce in its current build. They
will attempt to complete the goal of the game and provide feedback on the games
usability and user interface.
Participants will take the following the survey to determine their eligibility for this test
plan:
1.
a.
b.
c.
d.
e.
2.
3.
Participants can be of any age or gender. However, they must have the following
characteristics:
Familiar with video games, but not a hardcore gamer
Plays games more than 0 hours per week but less than 15
Typically plays casual games, for example (Big Fish Games, 2015):
Puzzle
Casino
Hidden Object
Board/Card
Match 3
Family
Arcade
Able to proficiently use a Windows laptop computer
Training
The facilitator will instruct the participant that they are participating in a test of a
game in development. They will instruct the participant that they should vocalize
their thoughts as they play and inform them that the facilitator may ask questions
during testing and that they should give honest answers/feedback in response to
these questions. The facilitator will also inform the participant that they will be
recorded while playing.
Procedure
When the test begins, the facilitator will ask the participant to find a comfortable
place to play the game. If the test is taking place in the participants home they will
be instructed to play the game in an area they normally play games. The participant
should play until the games objective is complete; for a period of one hour, or until
they no longer feel comfortable playing the game, whichever happens first.
The test will be conducted using the think aloud procedure, wherein the participant
is encouraged to vocalize their thoughts while playing the game. Facilitators will
record the players vocalizations as they play. After completing the training, the
participant will begin playing the game. If the participant is not vocalizing their
thoughts and decisions they may need to be prompted by the facilitator. In this case
the facilitator should ask neutral, open-ended questions (e.g. Why did you go
there?, Why did you sell that item?, Why did you make that decision?). When
the participant begins playing the facilitator should ask questions about their initial
impression of the game. The facilitator should also ask exploratory questions as the
player reaches or completes the relevant portions of the game.
While the participant plays the facilitator will log their decisions and collect data on
their game experience. This should be done out of view of the participant to prevent
biasing their actions.
After the participant is finished playing, the facilitator will ask any relevant
exploratory questions that were not asked during the game play. The player should
also be given a chance to give any open-ended feedback they may have. The
facilitator will record their answers to these questions and any feedback they give.
After the test is complete the facilitator should thank the participant.
Training
Facilitator briefs participant on how the test will be conducted
Participant opens game
Participant completes tutorial
3. Test
a. Participant plays game (until complete, for 1 hour, or until they are no longer
comfortable playing)
b. Facilitator asks impression questions (see Impression Questions) and records answers
c. Facilitator asks exploratory questions (see Exploratory Questions) and records
answers
d. Facilitator records participants vocalizations
e. Facilitator records relevant gameplay data (see Data Collection)
4. Post-test Survey
a. Facilitator prompts participant to give any additional feedback
b. Facilitator records answers
Facilitator thanks participant
Exploratory Questions
1. What do you think about the guard-hiring feature?
2. How does the world map compare to world maps in other games?
3. Is there something you would change from the shop menu to make it better? If so,
what would it be?
4. How do you feel about the benefit of the tavern rumors?
5. Besides getting robbed, what other challenges could the traveler face?
6. How do you feel about the one day travel time between towns?
7. How do you feel about the upgrade system?
8. How do you feel about the navigation of the map?
9. How do you feel about the thirty day time limit?
10. In your opinion, what is the best strategy when it comes to buying and selling?
11. What do you think about the games overall difficulty?
12. How does the difficulty using this game compare with other games youve played?
Facilitators will gather the following data about their participants game usage during
their test:
Player turns to $2000
Gameplay time to $2000
Total funds on day 30
No. of instances of travel
No. of Items bought
No. of Items sold
Gameplay time to 30 Days
Average Gold earned per minute
Average Gold earned per turn (day)
Player win/loss