Game User Research and Design Analysis.
Need 2000 words. No plagiarism(under 5%).
There is one instruction, and one questionnaire (Need to fulfill then add to the appendix).
I have attached all the slides here:
https://drive.google.com/drive/folders/19wei7krZvC…
Lecture 1-4 gave much details of this task.
Requirements: 2000 words | .doc file
COMP/comp4002-coursework1.pdf
COMP4002/GAM Coursework 1: Game User Research and Design
Analysis
Summary
This coursework is worth 30% of the overall module assessment and is to be conducted
individually.
Reflect upon an experience(s) of game play in order to critically document and analyse
the game design and play of an existing, publicly available (commercially or freely)
video or computer game of your choice. Describe how the designed elements of the
game manifest in the experience of playing the game.
Your report should be 2000 words in length*, and should be submitted before:
3pm Tuesday 29th March 2022
Submissions should be made as .doc, .docx or .pdf files electronically via Moodle. Standard
penalties of 5% per working day will be applied to late submissions.
Instructions
Step 1: Plan your data collection
This coursework involves playing a game, capturing details about your experience of playing
the game, and reflecting on what happened during your experience. Perhaps obviously self-
reflection is subject to your own biases, but you will be able to document a first-hand
account of your experience. For practical reasons this year there is no scope for studying
others.
Begin by identifying a game that you wish to study but think practically. You do not need to
play the whole game, and you do not need to start playing a new game, but you do need to
be able to play representative elements of the game. As mentioned in the introductory
lecture many free games are available at https://itch.io/.
Step 2: Observe and Capture User Experience
Play the game as you would normally. You are aiming to observe and reflect upon your
behaviour – the actions that you take in the game in particular situations – and player
attitude – your opinions on what you play. Direct observations of gameplay provide direct
objective insights into player behaviour while interrogation of your own experience provides
insights into your attitude.
As you play make note of what you are doing in the game, and how you are doing it, in as
much detail as you can. Pay attention to in-game situations (these will be most of your
observations), control inputs and spontaneous comments. You might find it useful to record
your own game play.
After the game complete the PXI Questionnaire in order to capture your subjective view of
the game experience. The aim here is to relate this back to identifiable features of the
game, or examples from the recent gameplay experience.
Step 3: Report Writing
Consider the data that you have captured via the PXI Questionnaire, and also Hochleitner et
al’s Heuristic Framework for Evaluating User Experience in Games (available on Moodle).
These will highlight key elements of the game that you can consider in your report. Your
report should follow the broad structure given below:
• A brief overview of the game
• Provide context for the data that you have captured.
• Analysis of
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