Dragon Con 2016 – Survey Results Part 1


dragoncon02_2Sidney put a lot of work into analyzing the results of our Dragon Con Surveys, and we thought it would be great to share them in a 5-part series. Follow along to get a better idea of the experience players had at our demo game, and what you can expect from Spell Slingers, our real-life wizard duel mobile game.


Legacy Game Systems LLC (LGS) is developing several electronic devices to enable foam weapons, such as wands, swords, and guns, to communicate with an app on a cell phone, which will keep score of various game statistics. Statistics include health, ammunition, and the like, similar to the statistics that are tracked in video games. The goal is to make game play with foam weapons equivalent to playing a video game in real life. Live Action Role- Playing games (LARPs) are likely to be the initial market for these weapons, but it is expected that the market will expand to include people who play video games, laser tag, tabletop games, paintball, Airsoft, and the like.

LGS introduced electronic wands at Dragon Con, “The world’s largest fantasy/SF convention, held annually in Atlanta, GA, on Labor Day weekend” (www.dragoncon.com) on September 1 – 5, 2016. Players were drawn from convention attendees that visited the display room for approximately 30 activity vendors, including five LARPs. Play commenced with two teams of two players casting spells (fireball, freeze, and heal). Approximately 20-25 people went through the demonstration.


The equipment was bench-made especially for the convention, and included, for each player:

  • One wand with an infrared emitter,
  • One yoke with four ID tags/sensors,
  • One hub that received signals from the wands and ID tags and translated it for transmission to a cell phone by way of a USB connection, and
  • One Android cell phone with the LGS app installed.

Following their participation, participants were asked to fill out surveys rating the experience, describing what they liked best about the experience and equipment, describing what they would like to change, and listing gaming activities they participate in.

The Players

A sample of 17 players was provided with a list of 12 activities that could conceivably use LGS equipment, including an "Other" option. Each respondent was encouraged to mark as many activities as he or she participated in. Figure 1 shows the activities and the number of respondents that chose them.


One person selected the “Other” option in addition to two other options. Players were invited to circle their favorite activities. Because only about half of them did this, these results are not reported.

Of these players, the survey asked them to rate the LGS equipment.  The average rating of the LGS equipment, broken out by the kind of activity the person participated in, is shown below:


It is particularly interesting to note that eleven video gamers rated the equipment, and their average rating was 3.55, which is a little over halfway between “It was good” and “Loved it!”

One of the most telling stats is that no one marked the lowest choice, “Hated it.”

More to come next week!

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