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Questionnaire analysis
Questionnaire analysis

1. Overview and basic information analysis

The purpose of this study is to understand the demand of Tsinghua University students for virtual reality interactive games. The questionnaire is divided into three parts, which are basic information, willingness and reasons to participate in the game, and the demand for social exercise in campus life.

This questionnaire * * * recovered 44 valid questionnaires. Among them, boys 17, accounting for 38.64% of the total sample; There are 27 girls, accounting for 6 1.36% of the total. The ratio of male to female in this questionnaire sample is very different from that in Tsinghua University, so in the process of questionnaire analysis, we will focus on cross-analysis of gender. Of the 44 people, 34 are from science and engineering departments, accounting for 77.27% of the total sample, and 7 are from literature, history or social sciences departments, accounting for 15.9 1% of the total sample. At the same time, there are 3 people in the fine arts department, accounting for 6.82% of the total sample size.

2. Willingness to participate in the game and analysis of the reasons

2. 1 Willingness to participate analysis

Figure 1 willingness to participate

We are investigating whether students in Tsinghua University are willing to participate in a game similar to "Google Inpress". As can be seen from the figure 1, more than half of the students are willing to participate in such games (56.82%). In the process of cross-analysis of gender and willingness, the author found that the proportion of boys willing to participate was as high as 70.59%. Because the proportion of boys in Tsinghua University is much higher than this questionnaire sample, the demand for this game on campus should be higher than 56.82%. It can be seen that students have a high demand for this kind of games, especially boys. When designing the game interface, it can be more masculine, so as to attract men's interest and target men as the main customer base.

Table 1 Influence of gender on willingness to participate

?

X\Y? A man? woman

You must attend. Dreams come true, right? 12(70.59%) ? 13(48. 15%)

What the hell is this? No reservation. 5 (29.4 1%) 14 (5 1.85%)

Subtotal 17? 27

2.2 Analysis of the reasons for the willingness to participate

This study not only understands Tsinghua University students' willingness to virtual reality interactive games, but also understands the reasons behind it.

Figure 2 Reasons for Willing to Participate in the Game

Figure 3 Reasons for Unwilling to Participate in Games

As can be seen from Figure 2, among the people who are willing to participate in this kind of games, the most choice is "Why not grab a seat on foot anyway", *** 17 people, accounting for 68% of the total number; In Figure 3, among the people who did not participate in the will game, the people who got the highest number of votes were "too busy to take out their mobile phones on the battlefield", *** 1 1, accounting for about 58% of the total number. It can be seen that time cost is the primary consideration for students to participate in this game, so the game design should be concise, easy to operate and less time-consuming. You can even participate in the game through other hardware without using a mobile phone.

Among the groups willing to participate in the game, 7 people (accounting for 28%) chose "How can I let others occupy my library" and "I can fight side by side with my friends". It can be seen that competition and cooperation are one of the reasons to attract participants in Google Inpress. In the process of product design and promotion, we should emphasize the game mode of "competition" and "cooperation" in this game. In addition, 24%(6 people) are willing to participate in the game, because "you may meet other people (handsome guys and beautiful women) when competing for positions". This proves once again that many people participate in this game because of its interactivity. As a virtual reality interactive game, Google Inpress is different from other games in its interactive process in reality, so in the process of game design and promotion, we should emphasize its social function in the first process and its positive role in real interaction.

Fig. 4 The positive impact of the game

At the same time, we also investigated the students who are willing to participate in this game and the positive impact that participating in this game can bring to life. Among them, 17 people (accounting for 68% of the total number) think it will have a positive impact on social interaction. Surprisingly, 18 people (accounting for 72% of the total number) think that this game will have a positive impact on physical exercise. When investigating the reasons why they are willing to participate in the game, only five people (accounting for 20% of the total number) want to join the game because of exercise (too lazy, I will say when I exercise with this). It can be seen that although the positive significance of virtual reality interactive games for physical exercise has been recognized by students, it is not enough as an incentive for everyone to participate in the games. 52% students (13) think that this game can eliminate boredom.

We also set up open-ended questions in the topic, from which we also found some surprising findings. Among the students who are willing to participate in this game, some people put forward that "enjoying life" and "enriching campus life" can be used as one of the positioning of the target customers of this game. At the same time, some people have suggested that "the new game mode of mobile terminal, AR is definitely a future trend worth experiencing". Indeed, virtual reality interactive game is still a fairly new concept, which can attract more customers by creating novelty and fashion of the game and emphasizing the uniqueness of the game.

In view of the suggestions on the game, the students put forward that "the biggest disadvantage of the game is that it consumes too much power", "Increase the achievement system", "Do you walk to play the game or play the game for walking ...", "The name is a bit complicated" and "You can ask the student union for sponsorship (such as the purple exercise night on Friday)".

3. Confusion in all aspects of campus life

Figure 5 Social confusion

Fig. 6 Puzzlement in sports.

In order to find out the pain points of Tsinghua students in school life, this questionnaire also investigates the confusion of students in campus life.

In terms of social interaction, 52.27%(23 people) think that narrow circle is the main problem in social interaction. Secondly, it is difficult to integrate into new circles (16 people, accounting for 36.36% of the total number) and I don't know where to start to communicate with people (13, accounting for 29.55% of the total number). There are also 25%( 1 1 person) who think that face-to-face social interaction will be another problem. In addition, it has been suggested that "incompatible values" is a big problem.

In terms of exercise, the biggest confusion is lack of supervision and difficulty in persistence (26 people, accounting for 59.09% of the total number), followed by lack of time (20 people, accounting for 45.45% of the total number) and lack of guidance (18 people, accounting for 40.9 1% of the total number), and 9 people (accounting for the total number) In addition, some students suggested that "the rehearsal in the gym is too troublesome" and "lazy".

In other aspects, the students put forward problems such as "too many motor vehicles on campus", "too many speed bumps on campus" and "3G and 4G in dormitory, unstable campus network".

self-examination/introspection

4. 1 The sample size of the questionnaire is too small to be representative.

4.2 The design intention of the questionnaire is not clear, and the introduction of the game is not clear, which causes confusion for the filling.

4.3 Questionnaires are only distributed through the Internet, and the sample selection is not detailed enough.

The original questionnaire attached with 1

1. Your gender [multiple choice questions] [required questions]

man

woman

2. Your department/major [multiple choice questions] [required questions]

Science and engineering

Literature, history/social sciences

art

3. Will you take part in a game like "Campus Google Inpress"?

Google Inpress is a free invasive virtual reality interactive game based on mobile terminal. In the game, users need to pick up "XM" on foot to get virtual energy. With energy, they can go to "portals" around the world to perform their tasks, which may be public art areas, libraries, or other popular places. The game is divided into two sides, and both sides seize each other's positions. [Multiple-choice questions] [Required questions]

Must attend, this is a dream come true.

What the hell is this? No reservation (please skip to question 6)

4. Why did you get involved? [Multiple-choice questions] [Required questions]

We have to walk anyway, so why not grab a seat?

Too lazy, exercise with this, I will say

Grab the position and maybe meet other people (handsome guys and beautiful women)

How can I let others occupy my library?

You can fight side by side with your friends

Like to be the hegemon, like to strategize.

other

5. What positive effect do you think this game can have? [Multiple-choice questions] [Required questions]

do gymnastics

make friends

Eliminate boredom

other

* After completing this question, please skip to question 7.

6. Why don't you want to take [multiple choice questions] and [required questions]?

Busy taking out your mobile phone and putting it on the "location"

I'm too lazy. Walking kills me.

I just don't want to play. You hit me.

7. What are your inconveniences in sports? [Multiple-choice questions] [Required questions]

In a few minutes

No space/equipment.

I really can't go on without supervision.

Lack of guidance

other

8. What are your puzzles in making friends? [Multiple-choice questions] [Required questions]

I don't know where to start.

A narrow circle

I can't let it go face to face.

Everyone else knows it well, and it seems that they can't join.

other

9. There are still many inconveniences in campus life. I want to fill in the blanks.

10. I want to make two suggestions about this game [fill in the blanks]