Some of the participants (1), (2), (3), (4) helped me with an evaluation survey after the playtest. Here are the findings.
Responses: 52
Main age group for playtest: 18 - 35
- Just a personal preference. Don't really play cards game, unless it is psychology based games like In a form of bluffing.
- Better character involvement in game and relatability
- but can still have improvements: perhaps challenges can be included to invoke usage of memory skills
- Tasks can be slightly more challenging
- More challenges, more interaction, reduce downtime, cut down card types
- Downtime between turns needs to be shortened for higher player counts. Different card categories can be unified into a single deck for improved accessibility.
- The action card is a must action for every 2 round need one action so everyone have to some action. This way its more fun and enjoyable for more age group.
- Idea is refreshing & is in line with the recent campaigns for ppl to move and adopt a healthy lifestyle. Game seems to be suitable for older kids and adults. Not sure if there is answer key to the question cards? Also, a player that has played the game a few times would already know the answer.
- The header for the cards should be grouped so it’ll be easier to identify
- 1. Information presented to be more educational - to include facts or myths
- 2. Weave physical activity into action cards eg do 10 jumping jacks to block a player
- 3. Include group/ family activities eg posing or taking of photos to create personal memories
- 4. Include individual/ group secret mission to have an element of suspense and make it more challenging
- 5. Include beginner, advance and pro levels and introduce different elements/ up the “how to win” based on these levels.
- Need to have fewer cards, instructions need to be clearer, pictorial form for elderly, chinese words for older player
- No reward
- Create different exercise or activities to people with physical limitations to participate with the game.
- Decrease the starting token to increase the difficulty to gather sufficient tokens.
What do you like most about the game?
- Guess what
- Every bit of it.
- The point system
- Accumulating points and sabotaging friends to do exercises
- Different activities, team mode, can chose which actions you want to do.
- Challenges
- I like the simplicity of the game rules. It was quite easy to understand and follow.
- guess what section
- Available to play in a group against another, to have teamwork, strategies to win. The content and rule to put away smartphone as well.
- The various activities that needs to be done before a point is earned
- The options given and that it is very similar to games like monopoly deal.
- i like the part where it is a competition between 2 teams that require teamwork and not just a competition between individuals
- Using phone incurs penalty
- ,this game play with a co-op play style is something new and refreshing to me
- The Challenge deck, get to play with a teammate/s
- I could use my physical(little bit of exercise) and it’s been a while playing game that has interaction with people so i enjoyed
- interesting facts provided on the cards
- Team work and knowing fun facts without using any phone to actually Google for answers.
- Being able to play in a team.
- Being able to play the game with friends / spend time with them / create new memories
- the mini games
- The challenges, the team play
- No for the above question as did not manage to access the health trivia cards during the playtest session.
- Having squads so we can have multiple people in 1 team.
- Team work
- Team cooperation and use a bit of mind.
- It is interactive & gets people to move
- The playing in groups aspect!
- The team element - allowing for a deeper level of interaction
- 使人们促进沟通交流
- Earn points to win HP
- Teamplay
- To win the game
- Team play
- Engaging
- Physical activities and guess what game
- Teamwork
- Easy to play
- Teamplay and sabo
- Sabo opponent
- It is refreshing and engaging game which also serve the purpose of the objectives.
- Healthy living information
- Prefer a more psychology focus games.
- Game length too long
- It's not suitable to play with my family or friends
- I may not play the game with my friends / family as its not my preferred style of game.
- To spend time to play with people from different generation
- A fun way to bond and pass time
- Just like any other card games, it made me laugh and I enjoyed it
- It is a great bonding activity
- Friends are not interested
- Not engaging enough, most of the time players are not doing anything outside of their turn
- Need better incentives
- It boost relationship to be more focus on one another and remind players not to be constantly distracted by device.
- To decrease screen time and increase family bonding
- They don't think a mobile app is necessary as they can focus on the game without being distracted (But there are a handful of people who are unable to control themselves)
- Some people think that by using a mobile app, it may be more difficult to control the urge
- Some people were mistaken about the app as I didn't really explain the purpose of mobile app properly since the Playtest was analog, they thought that having a mobile app will defeat the purpose of this intervention.
- I also didn't really explain that the point of the app is also to train resilience against digital distractions.
Other comments:
- Have more moves to play in a round, maybe can increase the no. of trophies to win the game?
- This game is rlly fun but a suggestion is that maybe there should be an option to have more teams like players can choose the number of teams they want to play with. eg. first round have 4 teams then second round have 2 teams. this would like kinda make it more fun in a way whereby they can choose between different "modes"?
- I think people would use more if there are big rewards like money or other gifts if they won.
- I feel that more challenges to force players to make use of their memory will help highlight the dementia problem. perhaps mini games like pattern matching or memorising certain phrases/shapes in short periods of time.
- The game shouldn't be on mobile, as it may defeat the purpose.
- If you make the game into the mobile app then you defeat the purpose of not using hp and you can't do any action card thingy.
- Need to include more health education
- Has potential if you fine-tune the gameplay
- I think mobile app might take away the engagement amongst players
- Simplify first few rounds, add more cards later
I will take the feedback into consideration and work them into V3 for further playtest.
No comments
Post a Comment