User Experience Evaluation for the game LIMBO
Aug 2012 - Dec 2012
Extensive research and evaluation of the game play experience for a very famous video game Limbo. Performed statistical analysis on the results of the survey taken by approximately 80 participants who played the game.
TEAM
Siddhant Shah (Individual)
MY ROLES
User Researcher
DELIVERABLES
Final Presenatation
Final Report

This was a semester long research project to evaluate the UX of the video game Limbo. Considering the limited controls, limited color appearances and the presence of real life puzzle, this project aims at analyzing and evaluating the overall game play experience of the player to find out the role of these features towards engagement.
Based on the above facts I assumed 3 hypotheses;
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Limited controls made the game simple to play.
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Monochromatic Black and white color made the game environment immersible.
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Real life challenges in the form of puzzles lead to fun.
For the purpose of statistical analysis the metrics for measurements (Variable) were as following;
Independent variables: Limited Controls, Visual Appearance and Puzzles.
Dependent variables: Level of difficulty, immersion and fun.
Approach
● An online survey was conducted using a free web survey tool (Prior to which an IRB certification was completed)
● The participants played the free demo version of LIMBO.
● Questions were based on the various human emotions and opinions about different features present in the game.
● The participants were the graduate students of NCSU and were approached using social media website.
● The survey was conducted only once and the results were anonymous.
The Experimental Design
It was a cross-sectional research method that supports inferences based on cause and effect where data is collected just once.
I used convenience sampling technique that involves non probabilistic approach to keep the survey simpler and fair.
Analysis
Based on the data collected from 68 participants I performed a statistical analysis (CHI -square test).
Based on the new 6-11 framework, a dynamic-mechanic map was plotted to analyze the engagement and fun factor.
A presentation was given stating the findings and the final drawn conclusions.