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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


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


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


‘Play as if you were at home’: dealing with biases and test validity

Guillaume Louvel

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/9780198794844.003.0022
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

This chapter discusses the user testing process in a lab and the inevitability of biases when testing under these conditions. It also describes the difficulties to obtain the data needed by the ... More


Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research

Johan Dorell and Björn Berg Marklund

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/9780198794844.003.0025
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

In this chapter we provide a pragmatic description of how GUR processes can be employable and impactful even with limited resources and prior user research experience. We also provide guidelines for ... 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


Affordable and data-driven user research for indie studios

Pejman Mirza-Babaei and Thomas Galati

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/9780198794844.003.0021
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

User testing games does not have to be expensive and time-consuming. In this chapter we focus on the specific situation where the resources, expertise, and time available for user testing is limited, ... More


Running user tests with limited resources and experience

Julien Huguenin

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/9780198794844.003.0024
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

In this chapter, we aim to give ideas on how to run user tests (aka playtests) with limited resources. You may be a developer trying to test your game on the side, or someone trying (or has been ... 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


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


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


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


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


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


Reporting user research findings to the development team

Pejman Mirza-Babaei

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/9780198794844.003.0018
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

As part of conducting research, reporting must occur. In addition to communicating the research result accurately, a report must motivate the team to act on the result, which often means modifying ... More


Game Analytics for Games User Research

Anders Drachen and Shawn Connor

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/9780198794844.003.0019
Subject:
Mathematics, Logic / Computer Science / Mathematical Philosophy, Computational Mathematics / Optimization

Game Analytics (GA) provides new ways to conduct user research, counteracting some of the weaknesses of traditional approaches while retaining essential compatibility with the methodologies of GUR. ... 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


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


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


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