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CONTENTS

1.0 INTRODUCTION ……………….…………………………….….…….......… 02

1.1 Background of the Topic .………..……….……………..…..…….….… 02

1.2 Problem Background ..………………..….……..…..……....………...… 03

1.3 Topic Research Motivation ..……………..……..…..…...…………...… 04

1.0 FACR FINIDNG METHADOLOGY .……………………....…………......… 05

1.1 Research Instrument ………………….………...……..………...…....… 05

1.2 Article Explanation of Data Collection Method ……..……….......……. 06

3.0 FACT FINDING PREPARATION …………………………………...……... 07

3.1 Research Objectives ……………………………………………...….......07

3.2 Research Questions …….…………..…..…………………………..…... 08

3.3 Population and Sampling Techniques ……………….………....….…... 08

3.4 Questionnaire’s Questions ...……………………………..…………….. 09

4.0 FACT FINDING RESULT ……………………………………...…...…...….. 19

4.1 Demographic Questions ……………………………………………....... 19

4.1.1 Question 1,2,3 & 4 …………………………...............…...……. 19

4.2 Open & Close Format Questions ………………….……………...……. 20

4.2.1 Question 5 & 6 ……….……………………………………….... 20

4.2.2 Question 7 …………….……………………………………...… 22

4.2.3 Question 8, 9 & 10 ..….……………………………………........ 23

4.2.4 Question 11…………….……………………………………….. 25

4.2.5 Question 12 …………...……………………………………..…. 27

4.2.6 Question 13 ….……….……………………………………..….. 28

4.2.7 Question 14 ……..…….………………………………………... 30


4.2.8 Question 15 …….…….……………………………….……….... 31

4.2.9 Question 16 …….…………………….…………………….…... 32

4.2.10 Question 17 …….……………………….………………….…... 34

4.2.11 Question 18 ……….….…………………………………….…... 35

4.2.12 Question 19 & 20 ....…………………………….………….…... 37

4.2.13 Question 21 ....…………………….…………….………….…... 38

4.2.14 Question 22 ....…………………………….………….……….... 40

4.3 Conclusion ……………………… ………………….…………………. 42

4.2 Future Enhancements ………………….…………………..…….…… 43

5.0 APPENDIX …………………………………….…………………….…...…. 46

5.1 References ………………….…………………………………….…… 46

5.2 Soft Copy (CD) ………………………………….……………….…… 48

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1.0 INTRODUCTION

The word research refers to the search for knowledge. Research may also be
defined as a scientific and systematic search of relevant information on a particular
topic. In fact, research is the art of a scientific investigation. According to The
Advanced Learner's Dictionary of Current English (2000) stated that research can be
defined in the sense of “a careful investigation or inquiry, in particular by searching
for new facts in any branch of knowledge". While Redman and Mory (1997) define
research as a “systematized effort to gain new knowledge.”

In short, through objective and systematic methods to find knowledge the solution to
find the problem is research. The systematic approach to generalization and
formulation of the theory is also studied. Thus, the term refers to a systematic
approach, including elucidating the problem, making assumptions, collecting facts or
data, analyzing the facts and teaching the conclusions in the form of solutions to solve
related problems, or some generalizations made by certain theories.

Therefore, for this given assignment, a research has to be made for a selected topic.
By using any methods for data collection, data has to be collected and analysis. The
result should be able to help to reflect on the future users of the developed project.

1.1 Background of the Topic

Currently, one of the economic sectors involved with the development,


marketing and sales is in the video game industry where it encompasses
dozens of job disciplines and employs thousands of people worldwide. The big
hitter for personal computer that will be in 3-Dimensional world is the role-
playing game genre where realistically 3-Dimensional graphics engines have
been tricking players’ eyes into believing in a 3-Dimensional world for years.
Despite the enticing lure of game consoles and handheld devices, personal
computer gaming is still alive and kicking. Enthusiasts know that nothing
beats the quality of gameplay user can get with a desktop built for gaming.

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For this project, a purposed 2.5-Dimensional video game has been chosen for
research studies using data collection method. “Divulging Evidence Game’ is
a Role-Playing Game (RPG) that revolves around both a 2-Dimensional and 3-
Dimensional world, making it a 2.5-Dimensional world where the player in
this game is given a role as a detective to help the characters to inspect and
solved an unexpected homicide case.

The game is inspired by a board game entitled “Cluedo”. It is a mystery


solving board game and the game doesn’t seem to advance in today’s world.
With having player to experience a 2.5-Dimensional game environment, it will
help to enhance the brain memory as player is required to remember and apply
the information gained in each level. Player have to be quick-witted to figure
out the pattern and tricks.

1.2 Problem Background

Today's teaching and learning has become more challenging for both
students and educators. Exposure to the lineup is exciting entertainment done
every second, young students are easily bored when they are in the classroom.
Educators have been faced to get students attention and interest issues. There
are so many choices interesting things are achieved through technological
advances; online TV, online multi-player games and a variety of things online,
students have become accustomed to the interactivity and interesting
applications of doing things.

Traditional teaching methods are no longer effective in order to convey the


important facts and skills foundation that students need for their future lives.
Maturity educators are aware that they need to use technology more in their
classrooms without losing the true goals and objectives of the education
system. With the development of educational game applications, new
perspectives can be used to help educators enhance students' learning
experiences and provide more competitive entertainment.

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The gameplay deployment in education is still new, but proving that there is a
lot of demand because the game provides interactive, interesting,
communication, the key features required thinking and practice.

Besides that, this video game is created to upgrade the traditional Cluedo
board game can since it can only be found in both the traditional board
platform and only in 2-Dimensional mobile app games. Therefore, by doing a
research studies on this video game, it can help developers to know what kind
of features should be included in this high quality graphic video game and
what tools are the most convenient to be used to control this kind of video
game.

1.3 Topic Research Motivation

The main motivation behind the study of 2.5-Dimensional “Divulging


Evidence” video game is to analyze selected demographic characteristics of
respondents regarding on the development of 2 and 3-Dimensional graphic
video game in today’s economy. Besides, it is to understand individuals’
preferences to video games features and what can be done in order to help
improved the purposed project.

A few list of characteristics were analyzed to what could be the benefits of


having educational game when implemented to targeted users. This includes :
improvements in brain stimulation, improve memory, develop fast-reaction
and etc. by learning more about the features that is needed in the video game,
it can result in better and equipped quality result and user satisfaction towards
this developed video game.

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2.0 FACT FINIDING METHODOLOGY

This chapter discusses the methods used in the collection analyze the data to
answer the primary and secondary research questions. It explains the research design
used, sampling techniques and data collection methods; and describes how to analyze
the data collected from the study. Both qualitative and quantitative methods were used
to conduct the study.

However, the complete approach will be qualitative because the qualitative approach
focuses on the human experience involved and attempts to understand the underlying
causes of certain behavioral descriptions (Taole, 2008). Three common data collection
techniques that can be used in data collection method are literature reviews,
interviews and questionnaires were used to evaluate the data. Literature reviews and
interviews are commonly used to collect qualitative data, while the questionnaire is
used to collect both qualitative and quantitative data; the two would therefore
complement each other.

2.1 Research Instrument

In order to collect data information for this topic, questionnaire has


been chosen in order to evaluate the research data. As stated above,
questionnaires provides quantitative and qualitative information which can
then balance each other.

Choosing questionnaire as a method of collecting the information about the


gaming industry in Brunei is because it is quick, cheap, useful, and simple and
it’s a very effective way of obtaining large amounts of information and data
such as behavior, attitudes, preferences, opinions and intentions from a large
sample of people. Information can be collected quickly because the researcher
does not need to be present when the questionnaires were completed.
However, the problem with using questionnaires is that some of the
respondents may not be totally honest due to social desirability such as
exaggerating the answers.

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2.2 Article Explanation of Data Collection Method

According to C. McNamara (1997-2008), in her book, In Basic guide


to program evaluation, under a section entitled “Overview of methods to
collect information”, she talks about the many different types of data can be
collected for research purposes. In the context, she specifically talks about the
list of advantages of questionnaires, given that it is very cost-efficient, it is one
of the most affordable ways to gather information. Second, is it is very
practical which means it can be targeted to selected focus groups and can be
manage in different ways. Third, it is a quick method of getting results
collected in a short period of time. Not only speedy results but also scalability,
it allows collection of data from a large crowd.

With such good advancement in technologies, built-in tools to generate things


that are before manually done can be found easily on the internet, so as when
generating data results, it is easier to analyze the results without a background
in statistics or scientific research, meaning developer needs to quickly move
forward to turn in the data into results. In additional, scientific analysis and
predictions where analyzing reports can be used to generate predictions and
even create benchmarks for a follow up questionnaires. Furthermore, user
anonymity where by using online or phone interviews allow respondents to
maintain anonymous and its privacy.

As for the “Divulging Evidence” video game, the questionnaires are


distributed by making use of paper material to allow identifying targeted age
group respondent easier and it allows immediate feedback without wasting so
much time. It also gives a solid proof on the data achieved as well as not
giving much pressure to the respondents of the time limit and no one on the
other end will be waiting for an answer. According to the research too, it has
shown that having the project’s researcher present during the data collection
period can lead to less honest and more social desirable answers especially to
open questions. In this case it will be both closed and open questions. Not to
mention that it also cover all aspects of various topic, it is one of the biggest

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advantages which is being able to ask as many questions regarding on the
developed video game.

3.0 FACT FINDNG PREPARATION

The key task of any research project is to identify its core objectives or issues.
That one question that will be constantly ask is “What Is the central goal or purpose of
the study? “. Many projects are in trouble because there is not enough time and
thought at the beginning to properly define the research project objectives and
research questions.

Therefore, spending a valuable time and resources may be wasted collection unrelated
or unnecessary research data. This section will be defining the project’s research goals
and research questions.

3.1 Research Objectives

Dr. Solomon Derese, (2003) a PhD holder from the University of


Nairobi, Kenya stated that when doing a research documentation, Research
objectives are usually included as a series of statements describing the
objectives of the project. Research Objectives describe in greater details what
the specific research topics or issues that the project is planning to address,
based on the main themes presented in the research objectives.

Usually there are at least two or three research objectives. It is good practice to
put them in a numbered list so that they can be clearly identified later in the
proposal or report. On the table below is the list of Research Objectives for
this project :

Research Objectives (RO)

RO1 To develop a 2.5-Dimensional video game called “ Divulging Evidence” video


game for the KIGS youth and young adults.

RO2 To examine the features and game genre requirements for this Divulging
Evidence Game among KIGS youth and young adults. 7
Table 1: List of Research Objectives for this project.

3.2 Research Questions

This section defines the “area of interest “ but is not a declarative


statement like a hypothesis. It focuses mainly on general questions. It may be
complemented by a few investigating questions to narrow the focus in order to
developed a testable hypothesis in quantitative study. It helps by listing the
variables in order to focus the topic on research questions instead of a whole.

The following listed research questions for this project are as addressed in the
table below :

Research Questions (RQ)

RQ1 What is the list of game features that is most favored by KIGS youth and young
adults ?

RQ2 What attracts KIGS youth and young adults to play mystery problem solving
game genre ?

Table 2: List of Research Questions for this project.

3.3 Population and Sampling Techniques

According to the study of Alfreck & Settle & Settle (1995),


experienced researchers believe that the sample size of about 100 respondents
is the smallest sample size of a large population, despite expectations. It is
rarely necessary to sample more than 10% of the population to obtain
sufficient confidence, provided that the resulting sample is less than about
1000 and larger than the minimum number as stated.

By using the referred technique, KIGS has a total population of 801 people,
this includes 97 people are the lectures and office staffs and the rest, 273

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people are students of KIGS, varying from Diploma level up to the Degree
level, covering all faculties and sessions.

By right,

10 %
Total number of respondents needed = x 802 people
100 %

= 80.2

= 80 respondents needed

Respondent will be selected based on the following limitations :

1. Respondents must be at the age of 13 – 35 years old only.


2. Respondent is a student or a working young adults in KIGS.

3.4 Research Instrument

The questionnaire is consist of 22 questions which will then be divide


into 2 sections.

SECTION 1 – Demographic Questions

Demographics questions are questions that asked on characteristics such as


race, culture, gender, age, education, occupation, income level and marital
status are typical examples of demographic data used in the survey. This
types of questions are important as it can help to identify who have taken
the survey, analyzing whether the data has reach target audience and it
can help in determining how close the sample replicates the population.

SECTION 2 – Open & Closed Format Questions

Open format questions are questions that has fixed answers, such as “yes”
or “no” or multiple choice questions. While closed format questions are

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questions that allow user to voice out their opinions regarding on the
questions asked. Such questions are asked as to seek for meaningful data.
Below are how the final draft of the questionnaire questions for this project
looked like.

QUESTIONNAIRES

Greetings! Please kindly spare some time to answer this survey. The main
purpose as to why this survey is to be conducted hence to find out whether if
2.5D Adventure Role-Playing Problem-Solving game is popular among KIGS
youth and young adults, to examine features requirements needed for the
project and to know the benefits of playing such game. Your response to each
question is highly appreciated.

Please answer those questions as honest as possible. Truthful responses


would provide strong bases for the project’s objectives. We assure you that all
responses will be strictly confidential. We appreciate your time and generosity

Section 1 : Demographic Questions

* 1. Please specify your gender

a) Male
b) Female
* 2. Which age range do you fit into?

a) 13 – 22
b) 23 – 26
c) 27- 35
* 3. Your current status is :

a) Student
b) Employed
c) Self-Employed

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d) Part-timer
e) Unemployed
*4. From which course do you come from ?

a) Bachelor of Science in Information Technology (BIT)


b) Bachelor of Science in Software Engineering and Multimedia
c) Bachelor of Business Administrations
d) Bachelor of Business in Accounting
e) Others (please specify your own
answer) :_______________________

Section2 : Open & Closed Format Questions

*5. Have you ever played any video games ?

Yes No

*If your answer is no, please skip to Question 16.

6. How often do you play video games ?

f) 1 hour every day


g) 4-5 hour every day
h) Once a week
i) Once a month
j) Others (please specify your own
answer) :_______________________

7. On which type of gaming machine do you usually play video games ?

(Please tick your answers)

Personal Computer (PC)


Wii / WiiU
Xbox 360 / One

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PS 2/3/4
PSP / PSVita
Nintendo DS / 3DS
Mobile Phone
Others (please specify your own answer) :______________________ _

8. What kind of game platform do you mostly prefer ?

a) Traditional Board Game


b) 2-Dimensional Graphic Game
c) 3-Dimensional Graphic Game
d) A hybrid of both 2 and 3-Dimensional Graphic Game
e) Other (please specify your own
answer) :________________________

9. What kind of game console do you mostly prefer ?

a) Mobile phone : Touch Screen


b) Keyboard and Mouse
c) Joystick
d) Other (please specify your own
answer) :________________________

*10. Briefly explain why did you pick your answer in Question 9.

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*11. What kind of game genres do you play?

(Please tick your answers)

First Person Shooter

Sports

Action / Adventure

Simulation

Third Person Shooter

Educational

Survival Horror

Puzzle

Role Playing

Real Time Strategy

Beat ‘em Up (Brawler)

Others (please specify your own answer) :_______________________

12. Based on the game genres that you have pick, kindly encircle the list of
benefits gain from playing it.

a) Triggers mind stimulation.


b) Improving level of concentration.
c) Teaches new information.
d) Improve strategy planning.
e) Enhance brain creativity.
f) Building teamwork.
g) Hone social skills.
h) Others (please specify your own
answer) :______________________

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13. Do you prefer games that has a :

a) Nonlinear Storyline (Either path to victory or a dangerous path)


b) Linear Storyline (Story is fixed)
c) Both Nonlinear and Linear Storyline
d) Other (please specify your own
answer) :________________________

14. What kind of features do you think is a must to create a good video
game?

Please encircle your answer.

a) 360 degree rotation view


b) Provides inventory for object storing
c) Have several mini games. Ex : Puzzle, Riddles, etc.
d) Provides user manual
e) Changing of avatar
f) Limited lives
g) Interactive
h) Hints
i) Tips
j) Skip
k) Others (please specify your own
answer) :______________________

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15. Which of the following attracts you to play video game. (Please tick
your answer in the space below. 1 – Least and 5 – Most)

1 2 3 4 5
16. What
do you Visual Graphic
think of
the Flow of gameplay

Gaming
Sound and Music
Industry
in Brunei User Interface

Obstacles in the game

Storyline

Interaction in the game


Darussalam ?

a) It is very well known.


b) More improvement is needed.
c) It is time to put in more attention into it.
d) I don’t know.

17. Cluedo is a board game that is played with multiple players in which
the goals is to inspect and analyse who the murderer is. Do you know or
have heard of Cluedo or any similar gameplay like it ?

a) Yes
b) No
* If your answer is Yes, please specify and briefly explain.

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18. What do you think of the game if it is to be remake in a 2.5-
Dimensional graphic environment ? **2.5-Dimensional is a hybrid of both
2D and 3D Graphic.

Please put a tick on the space below.

Poor Fair Neutral Good Excellent

19. If the Cluedo game is exposed to the local, do you think there is a
chance that it will succeed ?

a) Yes
b) No
c) Maybe
* If your answer is yes or no, please specify.

20. Would you invest your time and money in that video game ?

a) Yes
b) No
* If your answer is No, please explain why.

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21. What do you think are the benefits of playing this sort of Adventure
Role-playing Problem-solving ? Please put a tick next to your answer.

Helps to develop brain stimulation.

Can help to improve memory.

Improve problem-solving skills and creativity.

Inspire interest in subject that player might find boring.

Encourage critical thinking.

Improve strategic planning.

Learn to never surrender.

Develop fast reaction.

Increase concentration

Others (please specify your own answer) :_______________________

22. What do you think of using video games as a medium to educate


players with some basic knowledge questions ? Please put a tick on the
space below.

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Poor Fair Neutral Good Excellent

- Thank You -

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4.0 FACT FINDING RESULT

4.1 Demographic Questions

4.1.1 Question 1, 2, 3 & 4

As the table below indicates, after analysis, the questionnaires were


distributed to 80 people out of the 10% population in KIGS. It displays more
notably on male. In terms of age, 23 to 26 years old follows more participation
on the questionnaire than the others two age-range.

Since, KIGS is a private college, therefore student are liberal to response the
questionnaire apart from the employed, part-timer and unemployed status of
KIGS youth and young adults. KIGS offered Information Technology (IT) and
Business course only, hence the highest number is the others group course
either National Diploma or Higher National Diploma in IT and Business.

DEMOGRAPHIC QUESTION
Total Participant = 80
Variable Name Group Number
Gender Male 41
Female 36

Age 13 - 22 29
23 - 26 30
27 -35 21

Current Status Student 50


Employed 24
Self-Employed 0
Part-Timer 2
Unemployed 4

Course Groups BIT 25


BSEM 20
Business Administrations 2
Business Accounting 5
Others 28
Table 3: Summary result for Demographic Questions

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4.2 Open & Close Format Questions

4.2.1 Question 5 & 6

Q6. How often do you play video game ?

(a) 1 Hour Every Day


Answers Option for Q6

(b) 4-5 Hours Every Day

(c) Once a Week

(d) Once a Month

(e) Others
0 2 4 6 8 10 12 14 16 18

Number of People
Female Male

Figure 2: Bar chart result for Question 5 and 6.

The bar graph represent the summary result to Question 6 in which the question asked
how often do the respondent played video game. It has been stated before that this survey has
received 80 numbers of people participating and out of 80, 41 of the respondents are male,
while the rest, 39 people are female. In relation to these, the Question 5 of the survey created
had asked the respondents on whether if they have ever play any video games before. The
table below, simplifies the results obtain to Question 5.

Q5. Have you ever played any video games ?

Yes No

Female 37 2

Male 41 0

Total 78 2 80

Table 4 : Summary result for Question 5.

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By comparing answers with the respondent who have chosen “yes” from the table
above with the answers from Question 6, the analysed data shows that over half of the
male’s respondent have chosen to answer the question by the option (b) 4-5 Hours
every day. As for female’s respondent, the most chosen answer option would be (d)
once a month. This has proven that males would probably most likely to invest more
time in playing video games when compared to females. According to M.Farouk
(2016), a founder of “2knowmyself.com” and is a motivational speaker and trainer.
In his latest book entitled, The Ultimate guide to getting over depression, mood
swings and bad moods, he stated in one of the book section, the reason to why male
like video games more than females are because male are hard-wired hunters,
conquerors and warriors, which is why they experience more excitement while
playing video games.

In addition, women are more likely to seek social connections when they feel stressed.
When she talks to friends, she may feel better than playing video games. On the other
hand, men can play video games to cope with a stressful day. Video games can be
very good, but only if the purpose is understandable and the real reason that motivates
player to spend time playing video games is defined clearly.

Therefore, based on the result obtain from both question 5 and 6, it is advisable that
more interaction related video games should be created in order to attract more
females players to play video games. The Divulging Evidence video game would
really cover these lacking area when it comes to video game. Not only this game is
interactive, it also requires constant communication with the main characters in the
video game. Since females are prone to communicate and interact with each other, by
playing these purposed video game, it can help them to find more interest in playing
video game. Although, today there are more and more female gamers, the high-profile
games are still generally the male players in the mind and many drawing types are
usually developed and masculinity, such as war and sports. (Carr, 2005).

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4.2.2 Question 7

Q7: On which type of gaming machine do you usually play video games?

Personal Computer (PC)


Wii/WiiU
Gaming machine type

Xbox 360/One
PS 2/3/4
Female
PSP/PSVita Male
Nintendo DS/ 3DS
Mobile Phone
Others

0 5 10 15 20 25 30 35
No. of people

Figure 2 : Bar chart of the type of gaming machine that KIGS youth and young adults usually
play video games

This bar graph shows the type of gaming machine that the gender of KIGS
youth and young adults usually use for play video games. There are two bar graphs in
the chart. The blue bar graph shows the total type of gaming machine male KIGS
youth and young adults usually use for play video games and the red bar graph shows
the total type of gaming machine female KIGS youth and young adults usually use for
play video games. Gaming machine using personal computer (PC) and mobile phone
were used enormously. The total use of other gaming machine type such as Wii, PS
2, PSP, Nintendo DS and others were less than 20 people by the male and female
users.

From that total of gaming machine type, which was used by mostly male and female
KIGS youth and young adults has been gradually increase although the others gaming
machine are increase by invented new and upgrade the type of gaming machine. So it
can say that the type of gaming machine usually uses to play video games by the male
and female KIGS youth and young adults is based on the quality of the gaming
machine product. Due to that, Personal Computer (PC) will be used as the gaming

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machine of the Divulging Evidence Game as it is more precise, more approachable for
new gamer, and more responsive than a controller.

4.2.3 Question 8, 9 & 10

Question 8 and Question 9


(a) Traditional Board Games

(b) 2-Dimensional Graphic Game

(c) 3-Dimensional Graphic Game

(d) A hybrid of both 2-Dimensional and 3-Dimensional Graphic Game

(e) Others

0 2 4 6 8 10 12 14

Number of People

(a) Mobile Phone : Touch Screen (b) Keyboard and Mouse


(c) Joystick (d) Others
Figure 3: Bar chart result for Question 8 and 9. Types of video game graphs against number of respondents.

For question 8 and 9, they are interrelated with each other, in which its aims is
to learn what kind of games does the respondents are interested in and how do they
enjoy playing it. In result, majority of the respondents choose 3-Dimensional Graphic
Game as their most favourite video game to play. As the world advances, there are
constantly new technology has been created that is slowly changing the society and 3-
Dimensional video game is none other than that. In the 21st centuries, it has sweep the
world with its capabilities of representing a real world alike in video games.

Followed by the game console , at the average of 16.3% of the respondents choose to
play their video games by using keyboard and mouse. Question 10 is then directly
linked to Question 9 asking for the reason to their choice of answer in Question 9.
Most of the refer to keyboard and mouse as something user-friendly that are norms to
them. Others stated that, keyboard and mouse gave a precision aiming and a fast
method to pinpoint when using mouse.

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While the keyboard or hotkey is where the keyboard plays in the video game.
Everyone has their own preferences when it comes to controls, which keys are most
comfortable when used as action keys. This is evident in the typical use of WASD
keys to move characters in the game. The keys are convenient, and the positioning
method allows the hand to strike each key with a small amount of movement. Some
people like to use the ESDF key for the same purpose. This is why using a keyboard
game is so big and it's easy to set the keyboard the way the player want, which will
always bring a better gaming experience.

Some respondent state that it actually depends on the game that they play. As an
example, if they choose to play FIFA Game, they would play by using joystick as it
allow them to move with their body movement and create an excitement. While for
playing game such as Counter Strike, it requires concentration and fast thinking, so by
using keyboard and mouse, it allow them to target easily. This is the reason why to
joystick comes in the second place after keyboards and mouse.

In the project’s research questions as stated above in section 3.2, one of the aim of this
questionnaire research done is to know what features does the majority video game
players would prefer when playing 3-Dimensional video game. One of the important
features in this Divulging Evidence video game is that players are required to operate
this video game by using just keyboard and mouse since the game require constant
clicking and endless player’s movement in the game world. There are lots of other
game console that can be used, but as a video game developer, the main basic
controller used to play PCs video game is keyboard and mouse and it is what gamers,
whether for beginners or expert, first started from to play their video games. As the
questionnaires data are being analysed, it is indeed the most suitable tool used to play
video game, specifically for 3-Dimensional video game as it gives the player the
feeling of being virtually in the game environment. It is very best known for its
accuracy and precision and are therefore encouraged to be as one of the main
interaction features used for players to communicate with the Divulging Evidence
video game.

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4.2.4 Question 11

Q11: What kind of game genres do you play?


First Person Shooter
Sports
Action/Adventure
Simulation
Third Person Shooter
Game genre

Educational 27 - 35
Survival Horror 23 - 26
13 - 22
Puzzle
Role Playing
Real Time Strategy
Beat'em up (Brawler)
Others

0 5 10 15 20 25
No. of people

Figure 4 : Bar chart of the game genres that KIGS youth and young adults play.

The bar chart illustrates the total number of game genres were played at the
age of KIGS youth and young adults from the 13 to 22 years old, 23 to 26 years old
and 27 to 35 years old.

It can be seen that the number of the age 27 to 35 years old fell slightly from 13
people in action and adventure genre to only one person in survival horror, and then
remained level through alternative genres. The number of the age 13 to 22 years old is
relatively low, starting at 3 people in beat’em up (brawler) genre. However, while the
number of the age 27 -35 years old decreased, the number of 23 to 26 years old
increased. At the age of 23 to 26 years old grew steadily by 5 people each genre. This
led to a rise in the total number of game genre were played by the KIGS youth and
young adults age from 25 to 27 people in this period.

25
KIGS youth and young adults at the age of 13 to 22 years old continue to make up the
majority of gamers. However, the proportion of 23 to 26 years old increased sharply
in this period. In first person shooter genre there was one at the age of 13 to 22 years
old to every three at the age of 23 to 26 years old, but by action and adventure genre
this had narrowed to both at the same total number of people.

Overall, it can be seen that a clear upward trend in the number of people at the age of
23 to 26 years old, while the number of people at the age of 27 to 35 years old seems
to have leveled off. Therefore, to create Divulging Evidence Game is acceptable by
most of the KIGS youth and young adults because it is an adventure role-playing
problem solving game genre which poses little in the way of challenge, delivers a
gripping, gradually unfolding tragedy set in a beautiful environment that gamer are
free to explore at will.

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4.2.5 Question 12

Q12: Based on the game genres that you have pick, kindly encircle the list
of benefits gain from playing it.

Triggers mind simulation


Improving level of concentration
Teaches new information Unemployed
Part-Timer
Benefits gain

Improve strategy planning


Self-Employed
Enhance brain creativity Employed
Building teamwork Student

Hone social skills


Others

0 5 10 15 20 25 30
No, of people

Figure 5 : Bar chart of game genres of the list benefits gain from playing it by the
KIGS youth and young adults.

The bar graph deals with the game genre of the current status of KIGS youth
and young adults has picked the list of benefits gained from playing it. The list of
benefits gained from playing the game genre are triggers mind simulation, improving
level of concentration, teaches new information, improve strategy planning, enhance
brain creativity, building teamwork, hone social skills and many more.

The benefit with the greatest number of people is enhancing brain creativity, with
over 25 students whereas other kind of benefits has the lowest number of people, null.
The current status of part-timer people all has 2 people or less, while student has a
number of people about 26 students. Apart from student, the largest number of people
current status is employed with number of people ranging from about 2 to 15 people.
Together, the two largest current status accounts for over twenty-five percent of the
total number of current status shown.

27
Since, most KIGS youth and young adults like to play adventure role-playing problem
solving game, the benefits will be gained by the gamers in improving strategy playing
and enhance brain activity. The benefits will be not only applied to the game world
but also in real life problems. Divulging Evidence Game will achieve the benefits as
of the game genre requirements is suitable among KIGS youth and young adults.

4.2.6 Question 13

Q13. Do you prefer games that has a :

(a) Nonlinear Storyline

(b) Linear Storyline

(c) Both Nonlinear and Linear Storyline

(d) Others

0 5 10 15 20 25 30

Number of People

Male Female

Figure 6: Bar chart result for Question 13. Types of storylines against number of gender agreeing to
such types.

The graph shows that there is a board range in what the respondents like in
terms of video game flow. Instead of just keeping the option to one, both gender type
respondents shows a 1.20% difference only in which results in the majority liking both
Nonlinear and Linear Storyline in their video games.

It is hard to choose whether sticking to one option is the best way to enjoy playing
video game. Some would argue that Nonlinear storyline gave them a higher array of
freedom and exploration buy yet there’s too much things to be piled on. Completing

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some task will require much time and effort and will slowly fades the desire to finish
the game. Meanwhile, Linear storyline has the feelings of whether it is a good story or
not but it will constantly direct players to the right direction and it can really benefits
the game developers as concentration is well made in the story crafted. But sometimes
it can be very restricted as it is not an open world game.

That is why only a number of people out of 80 respondents choose linear storyline. As
for Nonlinear storyline, it receives a good feedback from the males. For about 13.8% of
the male respondents prefer non-linear storyline as males tends to like adventure more
than females. They could spend hours and hours going around the game world to solve
the mystery but this results in the opposite feedback among the females.

The Divulging Evidence video game is created to have a non-linear storyline that
allows player to slowly analyse the story’s situation by solving pieces of puzzle and
mini-games in order for the story to advance. As a developer, having the linear
storyline as one of the main features in this video game gives a little worrisome given
that researches constantly have negative feedback when it comes to this choices.

But it comes to a surprise that the questionnaire data result turns out to have a 50 -50 %
result in the linear storyline section. This gives a glimpse that this features might either
be successful or not. The chances of succeeding is half to failing. Even though the
result is very contradicting , this gives a warn to the developer to developed a very
interesting linear storyline in order for the video gamers to be able to relate and get
hooked in figuring out the mysteries in this Divulging Evidence video game.

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4.2.7 Question 14

Q14: What kind of features do you think is a must to create a good video
game?
360 degree rotation view
Provides inventory for object storing
Have several mini games
Good video game features

Provides user manual Others


Changing of avatar Business Accounting
Limited lives Business Administrations
Interactive BSEM
Hints BIT
Tips
Skip
Others
0 2 4 6 8 10 12 14 16 18
No. of people

Figure 7 : Bar chart of the good video games features must be created.

This particular bar graph shows what kind of features KIGS youth and young
adults think is a must to create a good video game in different course groups. The
others kind of features that must have to create a good video game were the least
preferred by all the KIGS youth and young adults’ courses. A substantial number of
more features that must be created in a good video game than the other features
chosen are the 360-degree rotation view. The other group such as the HND and
Diploma courses preferred the interactive, 360-degree rotation view, changing of
avatar and hints more than the bachelors level course. The same number of BIT and
BSEM students course preferred limited lives as their good video games feature.

It appears that as number of people in different courses increases, the total


expenditures on creating good game features also increase. This makes sense, because
the more people from different courses have, the more they have available features to
be created. While, the number of KIGS youth and young adults think increases in the
features that must have to create a good video game, Divulging Evidence Game will
create features that most of the people think that makes it a good video game. Thus,
interactive, 360-degree rotation view, changing of avatar and hints will be
implemented in Divulging Evidence Game.

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4.2.8 Question 15

Q15: Which of the following attracts you to play video game?


Female (Never)
Interaction in the game
Male (Never)
Storyline
Female (Seldom)

Obstacles in the game Male (Seldom)


Attraction of playing video game

Femaie (Sometimes)
User Interface

Male (Sometimes)
Sound and Music
Female (Often)

Flow of gameplay
Male (Often)

Visual Graphic Female (Almost


always)

0 5 10 15 20 25 30 35
Male (Almost always)
No. of people

Figure 8: Bar chart of the video games attractions to the KIGS youth and young adults rate.

The figure above appearances the bar chart of the male and female KIGS
youth and young adults rate from almost always, often, sometimes, seldom and never
to play video game due to the attractions stated as interaction in the game, the
storyline, obstacles in the game, user interface, sound and music, flow of gameplay
and visual graphic. The highest number of people is the male identified that almost
always more than 25 males affirmed visual graphic is the attraction of the video
games when playing it rather than the other attraction listed above. Instead, the lowest
number of people is the male and female who mentioned never as never they find all
the attractions above that attracts the gamer in playing the video games as low as only
4 people.

All the listed attraction in a video game will be appeared in the Divulging Evidence
Game because it is an adventure role-playing problem solving game that has a linear-
storyline, obstacles in the game such as the mini games and hidden objects, the user

31
interface of mystery solving game which it has sound and music in it, also the visual
graphic will be in 2.5 dimensional and lastly the flow of the gameplay. These
attractions are significant for the researcher to know which is better to be implement
or upgraded in order to create a successful video game. In conclusion, the more the
attractions on the video game, the further the gamer will play the video game. Not
only play for once, but also almost always the gamer will play the video game.

4.2.9 Question 16

Q16. What do you think of the Gaming Industry in


Brunei Darussalam ?

(a) It is very well known.

(b) More Improvements is needed.

(c) It is time to put in more attention into it.

(d) I don't know.

0 2 4 6 8 10 12

Number of People

(a) 13-22 (b) 23-26 (c) 27-35

Figure 9: Bar chart result for Question 16 showing whether if respondents are aware of Gaming
Industry in Brunei Darussalam.

This question does not have any direct link with the production of the Video
game, however, it does gave an insight on how the Gaming industry in Brunei
Darussalam is currently known to the public and how this can be used as a future
reference to know the progress of the gaming industry in Brunei Darussalam and
ways on how this area can be improved.

32
Based on the obtain result on the bar graph above, the data suggests that, at an
average age of 27-35, the respondents has claim that they really have no idea
regarding on any gaming industry whether they do exist in Brunei or whether it has
been taken much care of. While 11.3 % of the respondents that age range from 23 to
35 years old are more aware of the existence of gaming industry in Brunei and
claimed that in this 21st centuries, it is time to put in more attention into the industry
as it can help the younger generation to be involved in the field that they have interest
in. not only that, it can help improve the country’s economic by producing video
games locally. Improvements are widely needed as to help this industry to grow.

This is a surprising finding considering the many opportunities offered to the public to
learn about the gaming industry in Brunei Darussalam. This finding may also be
deemed worrying given that government efforts does not seems to appealing to the
public on the constant improvement in Brunei’s Gaming industry.

The very first research questions for this purposed video game stated is that this video
game is said to be a 2.5-Dimensional video game called Divulging Evidence game
and is developed for the KIGS youth and young adults. Based on the finding result,
almost half of the respondents are not made aware on the gaming industry in Brunei
Darussalam. This gives the developer a chance to slowly educate the Brunei citizen on
the existence of such industry in their own country. By creating this questionnaires
findings in a specific area such as International Graduates Studies College (KIGS), it
allow more exposure to the public regarding on this matter. And it will slowly grows
as the study topic widens.

Some respondents claim that it saddens them that the Gaming Industry would greatly
bring income to the county’s revenue but yet it has not been given much attention into
it. Some further argue that locally made video game would enhance great interest in
such areas so that this can later be implemented as a study course instead of just for an
entertainment purposes.

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4.2.10 Question 17

Q17: Cluedo is a board game that is played with multiple players in


which the goals is to inspect and analyse who the murderer is. Do you
know or have heard of Cluedo or any similar gameplay like it?
Age of the youth and young adults

13 - 22

No
23 - 26 Yes

27 - 35

0 5 10 15 20 25
No. of people

Figure 10: Bar chart of the KIGS youth and young adults age that know or have heard of Cluedo or
any similar gameplay

The graph above shows the number of KIGS youth and young adults from
different ages, which explains if they know or have heard of Cluedo game or any
similar gameplay like it. The KIGS youth and young adults included are 13 to 22
years old, 23 to 26 years old and 27 to 35 years old.

It can be seen clearly that, there are two basic general trends, upward and downward.
However, most of KIGS youth and young adults stated that they never heard of
Cluedo game or any similar gameplay like it that reached a peak of more than 20
students, which is from the age of 13 to 22 years old. On the other hand, dramatic fall
of less than 5 students of youth and young adults in KIGS stated that they have heard
of the Cluedo game, which is from the age of 27 to 35 years old.

34
In conclusion, it obviously shows that the number of youth and young adults of KIGS
with never heard of Cluedo game or any similar gameplay like it is higher than the
number of youth and young adults that have heard of the Cluedo game. Due to that,
creating Divulging Evidence Game will make KIGS youth and young adults know
how any related game like Cluedo works as it is somehow more or less similar. Also,
it will show the differences between the traditional board game of cluedo and 2.5
dimension video game of Divulging Evidence Game.

Q18: What do you think of the game if it is to be remake in a 2.5 dimensional


graphic environment?

Excellent

Good
Unemployed
Part-Timer
opinions

Neutral Self-Employed
Employed
Fair Student

Poor

0 5 10 15 20 25
No. of people

4.2.11 Question 18

Figure 11: Bar chart of KIGS youth and young adults think of the game as it to be remake in a 2.5D
graphic environment.

A simple bar represents on what the KIGS youth and young adults of their
current status today think of the game if it is to be remake in a 2.5 dimensional
graphic environment. Five different opinions were given such as excellent, good,
neutral, fair and poor. The dark blue bar are student, the red bar are the employed
people, the purple bar are the part-timer and the light blue bar are the unemployed
people that signify in KIGS.

35
It shows that the highest number of people is the student with more than 20 students,
which their opinion said that it is neutral to have the game to be remake in a 2.5
dimensional graphic environment. On the other hand, 2 students from the KIGS youth
and young adults current status stated that it is poor to have the game if it is to be
remake in a 2.5 dimensional graphic movement. There are more students than the
other four current statuses in KIGS giving their opinion to the question number 18 in
the questionnaire.

In brief, more students listed their opinion as excellent, good and neutral than the
other four KIGS youth and young adult, which showed a difference of about 20
between the current status. From the question itself, to remake a Cluedo game in 2.5D
graphic environment is welcome by most of the KIGS youth and young adults, and
nonetheless the Divulging Evidence Game will be welcome too. There will be no
issue at creating a 2.5D graphic environment for Divulging Evidence Game then.

36
4.2.12 Question 19 & 20

Question 19 and Question 20

(a) Yes

(b) No

(c) Maybe

0 5 10 15 20 25 30 35 40

Number of People

(a) Yes (b) No

Figure 12 : Bar chart result for Question 19 and 20, whether the purposed project would be able to
succeed when exposed locally.

This question again would not be directly linked to the production of the video game,
but instead it helps to give an understanding on how the crowd would react to this video
game if it is being sold in the country.

Majority of the respondents answered to the questions with a “maybe” to whether if the video
game will be successful if it is revealed to the local. For about 46.3 %, almost half of the
respondents shows interest on agree to investing their time and money to try out this
developed video game but aren’t sure if this type of video game will make it through the
market. Nearly 88% of the respondent in whom choose the answer (c) maybe, are males. One
of the reason to why the males do so is because of the video game genre. Males are more

37
attracted to playing games such as shooting and wars and thus, the mystery solving genre
would gather less interest in them.

With this findings, developers are able to foresee whether if the public would like the idea of
combining both games and educational elements into one video game. This can help fellow
researchers who will have the same interest regarding on this field to compare and see the
changes to the finding results in the future.

4.2.13 Question 21

Q21: What do you think are the benefits of playing this sort of Adventure Role-
Playing Problem Solving?
Benefits of playing Adventure Role-Playing Problem Solving

Helps to develop brain stimulation

Can help to improve memory


Others
Improve problem-solving skills and creativity

Inspire interest in subject that player might find boring Business Accounting

Encourage critical thinking Business Adminis-


trations
game

Improve strategic planning


BSEM
Learn to never surrender

Develop fast reaction BIT

Increase concentration

Others

0 5 10 15 20 25
No. of people

Figure 13: Bar chart of the benefits gain by the KIGS youth and young adults after playing the Adventure Role-
Playing Problem Solving game.

The bar graph shows the KIGS youth and young adults course groups view on the
benefits of playing Adventure Role-Playing Problem Solving game. The benefits listed as
helps to develop brain stimulation, can help to improve memory, improve problem-solving
skills and creativity, inspire interest in subject that player might find boring, encourage
critical thinking, improve strategic planning, learn to never surrender, develop fast reaction,
increase concentration and others. As is observed, more and more youth and young adults of

38
BIT, BSEM and others course groups and there have been significant number in improve
problem-solving skills and creativity.

The most obvious trend in the bar graph is that inspire interest in subject that player might
find boring have lower number of youth and young adults to think that as one of the benefits
to the gamer in most of the benefits of playing adventure role-playing problem solving game
in the bar graph. For example, KIGS youth and young adults course groups of BIT, BSEM,
Business Administrations, Business Accounting and others, 25 people could only accept it as
a benefit over 80 people who took part of this questionnaire.

The second biggest trend in the bar graph is the approval benefit in helps to develop brain
stimulation. In all benefits shown, figures for all KIGS youth and young adults course
groups’ increase. In summary, the improve problem skills and increase creativity had more
people than the other benefits and that will be an opportunity to be included for the creation
of adventure role-playing problem solving game which is the Divulging Evidence Game.

39
4.2.14 Question 22

Q22. What do you think of using video games as a medium to


educate players with some basic knowledge questions ?

Excellent

Good

Neutral

Fair

Poor

0 2 4 6 8 10 12 14

Number of People

(a) 13-22 (b) 23-26 (c) 27-35

Figure 14: Bar chart result for Question 22 regarding on the implementation of educational elements in
video games.

Question 22, listed 5 different grades offered to rate on the usage of video game as a
medium of education to the players. Out of 80 respondents, 16.3 % of them which falls under
the age of 22-36 years old suggested that it is a good choice to incorporate such collaboration.
Not only playing video game is fun, it can be very influential too, thus by putting in the
elements of education, players get to learn while enjoying the game.

40
The second best option that is chosen by the respondent is that it is indeed an excellent idea.
For an average of 13.8% of the respondents at the group age of 13-22 years old, find it very
interesting that video games can be used as a tool for learning.

Based on the findings made, this features does indeed has proven that it would greatly bring
benefits to any gamers when it is interoperated in this Divulging Evidence video game.
Significantly, video games can be an effective teaching aids. The video game format has
proven to bring many advantages over the old school lectures. The game can break down
complex tasks and guide the player through a series of steps, learners can control their
navigation of the game. In addition, the game itself can gives students immediate and
continuous feedback and it can be adapted to the individual rhythm of the learner. The game-
based tasks may require students to develop assumptions and experiments which can help to
improve brain stimulations.

Thus, one of the features required as suggested from the respondents is to have an excellent
level of educational questions in the Divulging Evidence video game. And as the game
advances, a higher difficulty level is expected in order to give more challenges to the players.

41
4.3 Conclusion

The outcomes of the researcher think about intensify their understanding of


particular measurements that provoke playing and prompt to computer game pleasure
as it is also related to Divulging Evidence Game. As per self-assurance theory (Deci
and Ryan, 1985; Ryan and Deci, 2000, 2001) Pleasure can be conceptualized as the
fulfillment of inward intellectual need (Ryan, Rigby, and Przybylski, 2006). Self-
assurance theory proposes three needs (Deci and Ryan, 1985):

1. Fitness as the requirement for ideal difficulties and dominance encounters,


2. Relatedness as the requirement for connections to others, and
3. Self-rule as the need to self-sort out and direct one's own particular
conduct.

The idea of video game interactivity (VGI) proposed in this paper could be connected
to better clarify which particular parts of intuitive diversion play add to need the
fulfillment. Sentiments of capability, for instance, could be activated by highlight
based intuitiveness, investigation, and controller responsiveness as these elements
empower players to modify a diversion to their aptitude levels. Customized
characters, perceptual influence, and advanced artificial intelligence of non-player
characters ought to improve the players' sentiments of relatedness. A player's
requirement for self-governance could be tended to by conceivable outcomes to
unreservedly investigate an amusement's domain and to decide, additionally by
highlight based intuitiveness and customization/co-creation. Also research is required
so as to explore how diverse parts of video game interactivity (VGI) are identified
with particular computer game impacts.

42
4.4 Future Enhancements

Today most analysts depend on questionnaire research to learn genuinely


necessary professional knowledge. Questionnaire can help the analyst comprehend
KIGS youth and young adults inclinations about a specific item, gage user fulfillment,
recognize advertise openings and significantly more.

Questionnaire research is a great deal more than essentially posing a couple of


inquiries. It's a different stride handle with an obviously characterized convention at
every progression. With a specific end goal to get dependable outcomes from the
analyst's questionnaire research, the analyst must have the capacity to arrange the
questionnaire research project, gather information, get to and deal with the
information effectively, and in addition report applicable outcomes. Furthermore, for
the analyst questionnaire research project to be a success, the analyst needs to impart
their outcomes to the chiefs who can follow up on them.

These future steps will be implemented after discover the necessities of the
questionnaire with a specific end goal to be fruitful where issues at any progression
can prompt to off base outcomes.

 Interactivity
- A video game is not by any stretch of the imagination an amusement in
the event that it is constrained in interactivity. Hence, it is imperative that
the components to be built-in into next improvement task.

43
Figure 15 : An image of video game interactivity between player and computer.

 Narration
- The story have a tendency to wind up distinctly over literary, to dodge the
player from fleeing and furthermore to keep the target drawn out, the story are
to be changed over into described adaptation. Sound, audio and visual effect
helps in holding the players.

 Sound and Effect plan


- A superior sound and visual effect is required as the questionnaire neglected
to incorporate these two primary components of a diversion. As player
progressively hear the game audio, performance improved.

 More character option


- Being the role-playing game (RPG) based, it is better if the improvements of
the characters are augmented and center upon. An extra character part is by no
mean a disappointment.

44
Figure 16 : An image of video game CLUEDO’s character option.

 Rank list
- Most games have a rank list where they compare the number of high scores achieved
by different players. It is a good idea to put a rank list in an offline game. This in
practical may help the player to know their positions and hence feel the need to try to
challenge themselves and other players.

 Level extension
- In games with linear progression, levels are areas of a world. Games may also
feature interconnected levels, representing locations with has an associated objective.
When the objective is completed, the player usually moves on to the next level. If the
player fails, they must usually try the same level again or perhaps return to the very
start of the game.

45
5.0 APPENDIX

5.1 Reference

Book

The Advanced Learner’s Dictionary of Current English, Oxford, 1952, p.


1069.

L.V. Redman and A.V.H. Mory, The Romance of Research, 1923, p.10.

Online Journal Article

Person, K., 2011. a. A Descriptive Analysis of Demographic Characteristics


and Their Influence on Student Attendance at Programming Board Events,
[Online]. 5, 0. Available
at: http://digitalcommons.unl.edu/cgi/viewcontent.cgi?
article=1069&context=cehsedaddiss [Accessed 10 January 2017].

C. McNamara (1997-2008). Overview of methods to collect information. In


Basic guide to program evaluation. Minneapolis, MN: Free Management
Library. Retrieved January 12, 2017 [ONLINE]
htpp://www.managmenthelp.org/evaluatn/fnl.htm#anchor1585345

Vermeulen, L, 2011. You Are What You Play? A Quantitative Study into
Game Design Preferences across Gender and their Interaction with Gaming
Habits .  [Online]. 3. Available
at: http://www.digra.org/wp-content/uploads/digital-library/11313.31106.pdf [
Accessed 3 January 2017].

Weber, R., Behr, K.M. and DeMartino, C., 2014. Measuring interactivity in
video games: Communication Methods and Measures, University of
California, Santa Barbara. Accessed on 20th January 2017. Available on:

46
http://www.medianeuroscience.org/sites/default/files/touchpro/
Weber_Behr_DeMartino.VideoGameInteractivity.pdf

Ryan, R.M. and Deci, E.L., 2000. Intrinsic and extrinsic motivations: Classic
definitions and new directions. Contemporary educational psychology.
Accessed on 20th January 2017. Available on:

https://mmrg.pbworks.com/f/Ryan,+Deci+00.pdf

Ryan, R.M. and Deci, E.L., 2000. Self-determination theory and the
facilitation of intrinsic motivation, social development, and well-being.
American psychologist. Accessed on 20th January 2017. Available on:
https://selfdeterminationtheory.org/SDT/documents/2000_RyanDeci_SDT.pdf

Ryan, R.M., Rigby, C.S. and Przybylski, A., 2006. The motivational pull of
video games: A self-determination theory approach. Motivation and emotion.
Accessed on 20th January 2017. Available on:

http://selfdeterminationtheory.org/SDT/documents/
2006_RyanRigbyPrzybylski_MandE.pdf

Website

daskeyboard. 2012. Why a Keyboard and Mouse Provide a Better Gaming


Experience. [ONLINE] Available at: http://www.daskeyboard.com/blog/why-
a-keyboard-and-mouse-provides-a-better-gaming-experience/.[Accessed 10
January 2017].

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5.1 Soft Copy (CD)

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