Table 5.
Results of the questionnaire designed based on gameplay part of the playability heuristics [52].
| Question | Question, mean (SD) | Heuristic, mean (SD) | Heuristic overall percent | |
| 1. Player’s fatigue is minimized by varying activities and pacing during game play. | ||||
|
|
Q1 | 3.4 (1.6) | 3.4 (1.6) | 68 |
| 2. Provide consistency between the game elements and the overarching setting and story to suspend disbelief. | ||||
|
|
Q2 | 3.4 (1.3) | 3.4 (1.3) | 68 |
| 3. Provide clear goals, present overriding goal early as well as short-term goals throughout play. | ||||
|
|
Q3 | 4.3 (1.1) | 4.3 (1.1) | 86 |
| 4. There is an interesting and absorbing tutorial that mimics game play. | ||||
|
|
Q4 | 4.5 (1.0) | 4.1 (0.57) | 90 |
|
|
Q5 | 3.7 (0.9) | N/Aa | N/A |
| 5. The game is enjoyable to replay. | ||||
|
|
Q6 | 3.5 (0.7) | 3.5 (0.7) | 70 |
| 6. Game play should be balanced with multiple ways to win. | ||||
|
|
Q7 | 3.8 (1.0) | 3.8 (1.0) | 76 |
| 7. Player is taught skills early that you expect the players to use later, or right before the new skill is needed. | ||||
|
|
Q8 | 3.4 (1.5) | 3.4 (1.5) | 68 |
| 8. Players discover the story as part of game play. | ||||
|
|
Q9 | 4 (0.8) | 4 (0.8) | 80 |
| 9. The game is fun for the Player first, the designer second and the computer third. That is, if the nonexpert player’s experience is not put first, excellent game mechanics and graphics programming triumphs are meaningless. | ||||
|
|
Q10 | 3.9 (1.2) | 3.9 (1.2) | 78 |
| 10. Player should not experience being penalized repetitively for the same failure. | ||||
|
|
Q11 | 4.3 (0.7) | 4.3 (0.7) | 86 |
| 11. Player’s should perceive a sense of control and impact onto the game world. The game world reacts to the player and remembers their passage through it. Changes the player makes in the game world are persistent and noticeable if they back-track to where they have been before. | ||||
|
|
Q12 | 4.1 (1.0) | 3.9 (0.28) | 82 |
|
|
Q13 | 3.7 (1.3) | N/A | N/A |
| 12. The game should give rewards that immerse the player more deeply in the game by increasing their capabilities (power-up), and expanding their ability to customize. | ||||
|
|
Q14 | 3.5 (1.3) | 3.7 (0.28) | 70 |
|
|
Q15 | 3.9 (1.0) | N/A | N/A |
| 13. Pace the game to apply pressure but not frustrate the player. Vary the difficulty level so that the player has greater challenge as they develop mastery. Easy to learn, hard to master. | ||||
|
|
Q16 | 3.9 (1.2) | 3.75 (0.21) | 78 |
|
|
Q17 | 3.6 (1.2) | N/A | N/A |
| 14. Challenges are positive game experiences, rather than a negative experience (results in their wanting to play more, rather than quitting). | ||||
|
|
Q18 | 3.8 (1.1) | 3.8 (1.1) | 76 |
aN/A: not applicable.