The 28 players completed a total of 84 games during the 30 days. Game distribution was even, having basically the same number of games for each game type. According to the collected data, 1,000 and 2,000 steps challenges were preferred over longer step goal distances (see Table 5-2), suggesting that shorter and faster games were more appealing to players.
Table 5-3 shows the distribution of players per game for each game type, or the data of invited players and invitations accepted. From the 86 games created during the field test, only 2 did not reach the minimum of players to start the game; 97.7% of the games were played (at least 2 players were needed to start a game). On average, having 2 players was common for …show more content…
The tested games were focused on a competitive aspect, and given that men are more competitive than women, according to (Niederle & Vesterlund, 2011), this can be a good explanation of this wide difference. This is not conclusive data, but men showed higher interest in playing and/or starting games, on average, than women did.
Table 5-5 shows the percentage of games created by gender. Although only four females participated in the field test, data shows that 50% of them created or started a game, while 67% of males started a game. The difference here is not that wide, comparing with previous data (Table 5-4) where the number of male participants was much higher than females.
Table 5-6 shows a comparative between male and female about games invitations and accepted rates. Males and females received in average almost the same number of invitations to play games, but the ratio of acceptance was almost double by males than by females.
5.1.3 Steps count …show more content…
The phrase “I liked the concept of the game” was mentioned multiple times, and the phrase “I liked that there is not a significant advantage to walking more than others except how much you walk in the short period time” summarized the rest of the comments and quotes regarding the concept of the game.
The second most popular category was the concept of competition, and word “Competition” by reference used to describe what players liked the most about the games. Motivation was also mentioned a few times to describe the appealing factor on the games. Competition was a focus point of each game and seemed like that motivated people to walk.
We also received useful feedback on how to improve the games, but the most mentioned issue was the fact of the rules were unclear. This issue was mentioned almost 50% of the comments. Phrases like “The rules were unclear”, “The rules were unclear”, "I wish it was more clear who the loser was" or “Tell me the rues”, strongly emphasized how important is for users to have a clear and engaging onboarding