Since the 1960's many authors accepted the triple constraints (time, cost, specification) as a standard measure of success and this still appears to be extremely important in evaluating the success of ICT projects. However, an ICT project cannot always be seen as a complete success or a complete failure. Moreover, the parties involved may perceive the terms "success" or "failure" differently. The authors developed a quasi-experiment (gaming) in order to determine the criteria used by the different parties involved to judge the success of an ICT project. The results of this quasi experiment were analysed using probabilistic feature models for frequency data