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Versión completa: Noticias sin traducir de la semana:Edge y Psygnosis - Encuesta kickstarter
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Edge ha entrevistado a tres personas de Psygnosis: al diseñador jefe de Wipeout, a un artista de sonido y a un director de programas.

Cita:gamasutra[/url]"]Conclusion and Further Study
This survey received completed responses from 1,445 individuals, resulting in a 91 percent completion rate. As shown in the data, the motivation to pledge to Kickstarter projects largely comes from spoken suggestion. It is also the most common way in which respondents tell others about the projects to which they pledge.

Developers also may want to use their words (and proof of concepts) adequately to earn pledges. Respondents expressed the two main reasons they don't pledge are when the text and videos failed to ignite interest or instill trust that the projects would be completed.

While many trends surfaced from the majority and subsets of data, this Kickstarter survey is not an exhaustive look at how people pledge to Kickstarter gaming projects. For one, the survey was largely advertised by Gamasutra and IndieGames sites and social media; the former caters to business- and development-oriented individuals and the latter caters to independent game fans. This survey did not record traffic sources, so a broader-reaching survey may be more representative.

A few respondents expressed concern about interpreting the question: "Should a perk level be less, the same, or more than the game's final sale price?" This should have been interpreted as "Should the perk that includes a copy of the game be less, the same or more as the game's final sale price?" Fortunately, the survey included another question that mostly gets at the issue, "Have you ever considered but ultimately decided not to fund a Kickstarter project?" with "Game was not available at a low enough reward tier," as a possible reason.

For the operating system comparison, a future survey could have users select their predominant operating system rather than picking multiple OSes.

A survey regarding one or more specific projects with thousands of supporters could provide different insight, where reactions can be attributed to specific examples. A future survey could also explore the more recently predominant stretch goals.

Finally, this researcher would like to have asked about beta- or alpha-related perks. The Minecraft model suggests charging less (as a means of incentive) when people purchase a game earlier in development. However, Kickstarer perks with beta/alpha access are often set higher than a final digital copy. It would be interesting to learn people's reactions to these differences.