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Games User Research

Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke (eds)

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.001.0001
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Today, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the ... More


Gamer motivation profiling: uses and applications

Nick Yee and Nicolas Ducheneaut

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0028
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Gamers are not a monolithic group; gaming preferences and motivations vary in important ways among gamers. An empirical, validated model of gaming motivations provides a crucial methodological bridge ... More


A short guide to user testing for simulation sickness in Virtual Reality

Ben Lewis-Evans

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0030
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

The increased interest in virtual reality (VR) has yielded a lot of studies and development in both research and game design. Simulation sickness is an issue experienced by a significant subset of ... More


Introduction to Games User Research

Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0001
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal ... More


Games User Research as part of the development process in the game industry: Challenges and best practices

Veronica Zammitto

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0002
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Practising Games User Research within a video game company possesses unique challenges, ranging from tight turnaround of findings to collaborating with the development team and incorporating the ... More


It is all about process

David Tisserand

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0003
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter points out the key benefits of a well-designed process in Games User Research. For example, the creation of templates and question databases can ensure that information is collected in a ... More


Post-launch in Games User Research

Ian Livingston

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0004
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter opens with a discussion of the author’s personal thoughts and experiences post-launch in Games User Research. Its subsequent sections explore data sources that should be leveraged on a ... More


User experience maturity levels: Evaluating and improving Games User Research practices

Graham McAllister

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0005
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

As user experience (UX) research in game development becomes more established, many studios are now incorporating UX practices within their studio. However, the maturity level of UX within a studio ... More


Designing a Games User Research lab from scratch

Sebastian Long

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0006
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Towards informing the development of new playtesting labs, this chapter outlines the process we used at Player Research for setting up our labs. Setting up a functional lab environment requires a ... More


An Overview of GUR Methods

Michael C. Medlock

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0007
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter provides bite-sized summaries of the most common methods of the Games User Research field. It then focuses on the questions to be considered when constructing and combining GUR methods. ... More


A framework for player research

Graham McAllister and Sebastian Long

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0008
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter describes each of the eight methods for player research we have used, and covers why the method is used in the context of player research, how it is executed, the time taken, and what is ... More


Surveys in Games User Research

Florian Brühlmann and Elisa D. Mekler

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0009
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Surveys are an essential method of data collection that can deliver generalizable and actionable insights about the player’s experience. In this chapter, we present practice-oriented guidance about ... More


Interviewing players

Steve Bromley

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0010
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Interviews provide direct insight into the player’s behaviours, motivations, and understanding of how the game works. This chapter explores the preparation of an interview, interviews during the ... More


Observing the player experience: The art and craft of observing and documenting Games User Research

Mirweis Sangin

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0011
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter covers the applied methods to uncover usability problems and the concrete guidelines on how to plan for capturing usability events. And overview of tools and processes that can help to ... More


The think-aloud protocol

Tom Knoll

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0012
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter is about the think-aloud protocol and its application to player experience. It covers what the protocol is, when to apply it, how to conduct it, its pros and cons, and its variations. ... More


The Rapid Iterative Test and Evaluation Method (RITE)

Michael C. Medlock

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0013
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter begins with a discussion of the philosophy and then definition of the RITE method. It then delves into the benefits of this method and provides practical notes on running RITE tests ... More


Heuristics uncovered for Games User Researchers and game designers

Heather Desurvire and Dennis Wixon

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0014
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This paper presents a set of heuristics (PLAY and GAP) for game design and discusses the history of heuristics for games, describes the use of these heuristics, summarizes research demonstrating ... More


Heuristic evaluation of playability: Examples from social games research and free-to-play heuristics

Janne Paavilainen, Hannu Korhonen, Elina Koskinen, and Kati Alha

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0015
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective ... More


Introduction to biometric measures for Games User Research

Lennart E. Nacke

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0016
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter presents the physiological metrics used in Games User Research (GUR). Aimed at GUR professionals in the games industry, it explains what methods are available to researchers to measure ... More


Developing actionable biometric insights for production teams: Case studies and key learnings

Pierre Chalfoun and Jonathan Dankoff

in Games User Research

Published in print:
2018
Published Online:
March 2018
ISBN:
9780198794844
eISBN:
9780191836336
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780198794844.003.0017
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

In this chapter we describe the challenges and learnings in establishing processes for developing actionable biometric procedures for production teams. The chapter, divided in four main sections, ... More


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