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Games User Research
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Games User Research

Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke

Abstract

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 incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. The book bridges the current gaps of knowledge in Game User Research, building the ... More

Keywords: Games User Research, User testing, Playtesting, Game development, User Experience, Play Experience, Game analytics, Interactive entertainment, Business intelligence, Games, Human–computer interaction, Maturity

Bibliographic Information

Print publication date: 2018 Print ISBN-13: 9780198794844
Published to Oxford Scholarship Online: March 2018 DOI:10.1093/oso/9780198794844.001.0001

Authors

Affiliations are at time of print publication.

Anders Drachen, editor
Veteran Data Scientist, University of York

Pejman Mirza-Babaei, editor
Assistant Professor, University of Ontario Institute of Technology

Lennart Nacke, editor
Associate Professor, HCI Games Group, University of Waterloo

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Contents

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Chapter 1 Introduction to Games User Research

Anders Drachen, Digital Creativity Labs, University of York Pejman Mirza-Babaei, UXR Lab, University of Ontario Institute of Technology Lennart E. Nacke, University of Waterloo

Part I Games User Research in Production

Chapter 3 It is all about process

David Tisserand, Ubisoft

Chapter 4 Post-launch in Games User Research

Ian Livingston, Electronic Arts Canada

Chapter 5 User experience maturity levels

Graham Mcallister, Player Research

Part II Methods: Testing Things you Play

Chapter 7 An Overview of GUR Methods

Michael C. Medlock, Oculus Rift

Chapter 8 A framework for player research

Graham Mcallister, Player Research Sebastian Long, Player Research

Chapter 9 Surveys in Games User Research

Florian Brühlmann, University of Basel Elisa Mekler, University of Basel

Chapter 10 Interviewing players

Steve Bromley, Parliamentary Digital Service

Chapter 11 Observing the player experience

Mirweis Sangin, Sony PlayStation

Chapter 14 Heuristics uncovered for Games User Researchers and game designers

Heather Desurvire, University of Southern California Dennis Wixon, University of Southern California

Chapter 15 Heuristic evaluation of playability

Janne Paavilainen, Hannu Korhonen, Elina Koskinen, Kati Alha, University of Tampere

Chapter 17 Developing actionable biometric insights for production teams

Pierre Chalfoun, Ubisoft Montreal Jonathan Dankoff, Warner Brothers Interactive Entertainment

Chapter 18 Reporting user research findings to the development team

Pejman Mirza-Babaei, UXR Lab, University of Ontario Institute of Technology

Chapter 19 Game Analytics for Games User Research

Anders Drachen, Digital Creativity Labs, University of York Shawn Connor, Data Insights

Part III Case Studies and Focus Topics

Chapter 21 Affordable and data-driven user research for indie studios

Pejman Mirza-Babaei, Execution Labs and University of Ontario Institute of Technology Thomas Galati, University of Ontario Institute of Technology

Chapter 25 Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research

Johan Dorell, Ea Dice (formerly of Paradox Interactive) Björn Berg Marklund, University of Skövde

Chapter 27 Involving players with special needs in Games User Research

Kathrin Gerling, KU Leuven Conor Linehan, University College Cork Regan Mandryk, University of Saskatchewan

Chapter 28 Gamer motivation profiling: uses and applications

Nick Yee, Quantic Foundry Nicolas Ducheneaut, Quantic Foundry

Chapter 29 Social Network Analysis in Games User Research

Johanna Pirker, Graz University of Technology

Conclusion The Future of Games User Research

Chapter 31 Frontlines in Games User Research

Anders Drachen, Digital Creativity Labs, University of York Pejman Mirza-Babaei, UXR Lab, University of Ontario Institute of Technology Lennart E. Nacke, University of Waterloo

End Matter