This category exceeds stakeholder expectations (Wilson et al., 2016).
3 pts
This category meets stakeholder expectations (Wilson et al., 2016).
2 pts
This category does not meet all but does meet some of the stakeholder expectations (Wilson et al., 2016).
1 pts
This category does not meet stakeholder expectations (Wilson et al., 2016).
0 pts
Pace - The rate at which the players are appropriately challenged with varying levels of difficulty. The increased skill mastery brings about increases game level challenge requirements (Desurvire & Wiberg, 2009).
Player-Evident Activity - The activities and changes to the game made by a player are visible throughout the game as the player interacts with the challenges (Desurvire & Wiberg, 2009).
Avatar Connection - The player's avatar and the avatar, itself, are designed to engage the player, within the game, on an emotional level (Desurvire & Wiberg, 2009).
Visceral Content - This is the audio and visual design elements to immerse players in the game (Desurvire & Wiberg, 2009).
Score Indicators - This is the player's ongoing score in the game which is displayed during game play (Desurvire & Wiberg, 2009).
Game Feedback - The game provides feedback and reacts to the actions of the player (Desurvire & Wiberg, 2009).
Rewarding Players - The game provides players with a rewards which may take many forms including the ability to customize the experience, the player's capacity for play, and/or the player's capabilities for game challenges (Desurvire & Wiberg, 2009).
Context-Required Information - The player is given information, as the context of the game requires (Desurvire & Wiberg, 2009). This information is given via the game design so that no manual is required to engage with the game (Desurvire & Wiberg, 2009).
Game Story - The game utilizes a story to immerse the player in the game play experience (Desurvire & Wiberg, 2009).
Platform Efficiency - The appropriate speed of game response time for player actions, given the platform's specifications (Wilson et al., 2016).