A survey method for assessing perceptions of a game: The consumer playtest in game design
- John Davis ,
- Keith Steury ,
- Randy Pagulayan
the international journal of computer game research | , Vol 5(1)
The computer and video game industry has only relatively recently burgeoned into one that rivals the film industry in terms of consumer spending. In the United States alone, the games industry reported about $6.9 billion in sales in 2002, and sales increased to $7 billion in 2003 and $7.3 billion in 2004 [1]. Increased sales have also led to increased competition among games developers, as they vie for a share of the growing wealth. Because higher-quality games tend to sell better, game developers are increasingly looking for ways to improve their games.