Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
Dr. Anders Drachen, Ph.D. is a veteran Data Scientist, Professor at the DC Labs, University of York (UK), affiliated Associate Professor at Aalborg University (Denmark) and a Game Analytics consultant at The Pagonis Network. His multiple award-winning work in data- and game science is focused on game analytics and business intelligence. His research and professional work is carried out in collaboration with companies spanning the industry. He is one of the most published scientists worldwide on game analytics, virtual economics, user research, game data mining, and user profiling. He is a former member of the board of the IGDA SIG on Game User Research.; Dr. Lennart Nacke is the Director of the HCI Games Group and an Associate Professor for Human-Computer Interaction and Game Design at the University of Waterloo. He is researching the cognitive and emotional aspects of player experience in video games with a special focus on physiological metrics. Lennart is also working as a gamification and user experience consultant, chaired the CHI PLAY 2014 and Gamification 2013 conferences, and is currently the chair of the CHI PLAY steering committee. He has served on the steering committee of the International Game Developers Association (IGDA) Games User Research (GUR) Special Interest Group (SIG) in the past and loves the GUR community. He has just finished editing a special issue of the journal Computers in Human Behavior on Gamification. His research group writes articles at www.hcigames.com.; Dr. Pejman Mirza-Babaei is an Assistant Professor for Human-Computer Interaction and Games User Research at the University of Ontario Institute of Technology. He is also the User Research Director at Execution Labs, Montreal. He has been involved with the Games User Research community since 2009, where he has published more than 40 articles, co-organized workshops and courses in international conferences. He has contributed to more than 22 published commercial games, including awards winning titles such as Pewdiepie Legend of the Brofist, Crysis 2, and Weirdwood Manor among many others.
1 Introduction; 2 David Tisserand: Games User Research as part of the Development Process in the Game Industry: Challenges and Best; 3 Ian Livingston: It's All About Process; 4 Ian Livingston: GUR Post Launch; 5 Graham McAllister: A GUR Maturity Model; 6 Sebastian Long: Designing A Games User Research Lab From Scratch; 7 Michael C. Medlock: GUR Methods Overview; 8 Graham McAllister and Sebastian Long: A Framework for Player Research; 9 Florian Bruhlmann & Elisa D. Mekler: Surveys in Games User Research; 10 Steve Bromley: Interviewing Players; 11 Mirweis Sangin: Observing the Player Experience; 12 Tom Knoll: The Think Aloud Protocol; 13 Michael C. Medlock: The Rapid Iterative Test and Evaluation Method (RITE); 14 Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game User Researchers and Game Designers; 15 Janne Paavilainen: Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-Play Heuristics; 16 Lennart Nacke: Introduction to Biometrics Measures for Game User Research; 17 Pierre Chalfoun, Jonathan Dankoff: Developing actionable biometric insights for production teams: case studies and key learnings; 18 Pejman Mirza-Babaei and Lennart Nacke: Reporting User Research Findings to the Development Team; 19 Anders Drachen and Shawn Connor: Game Analytics for Game User Research; 20 Lysiane Charest: Punching Above Your Weight: How small studios can leverage data for an unfair advantage; 21 Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven User Research for Indie Studios; 22 Guillaume Louvel: Play as if you were home; 23 James Berg: Dissecting the Dragon: GUR for Dragon Age: Inquisition; 24 Julien Huguenin: Running User Tests with Limited Resources and Experience; 25 Johan Dorell and Bjorn Berg Marklund: Starting from Scratch: Pragmatic and Scalable Guidelines to Impactful Games User Research; 26 Steven Schirra and Brooke White: Strategies for Understanding and Researching Mobile Games in Context; 27 Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving Players With Special Needs in Games User Research; 28 Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses and Applications; 29 Johanna Pirker: Social Network Analysis in Games User Research; 30 Ben Lewis-Evans: A short guide to user testing for simulation sickness in Virtual Reality; 31 Afterword: Flagship Areas in Games User Research
Show moreGames User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
Dr. Anders Drachen, Ph.D. is a veteran Data Scientist, Professor at the DC Labs, University of York (UK), affiliated Associate Professor at Aalborg University (Denmark) and a Game Analytics consultant at The Pagonis Network. His multiple award-winning work in data- and game science is focused on game analytics and business intelligence. His research and professional work is carried out in collaboration with companies spanning the industry. He is one of the most published scientists worldwide on game analytics, virtual economics, user research, game data mining, and user profiling. He is a former member of the board of the IGDA SIG on Game User Research.; Dr. Lennart Nacke is the Director of the HCI Games Group and an Associate Professor for Human-Computer Interaction and Game Design at the University of Waterloo. He is researching the cognitive and emotional aspects of player experience in video games with a special focus on physiological metrics. Lennart is also working as a gamification and user experience consultant, chaired the CHI PLAY 2014 and Gamification 2013 conferences, and is currently the chair of the CHI PLAY steering committee. He has served on the steering committee of the International Game Developers Association (IGDA) Games User Research (GUR) Special Interest Group (SIG) in the past and loves the GUR community. He has just finished editing a special issue of the journal Computers in Human Behavior on Gamification. His research group writes articles at www.hcigames.com.; Dr. Pejman Mirza-Babaei is an Assistant Professor for Human-Computer Interaction and Games User Research at the University of Ontario Institute of Technology. He is also the User Research Director at Execution Labs, Montreal. He has been involved with the Games User Research community since 2009, where he has published more than 40 articles, co-organized workshops and courses in international conferences. He has contributed to more than 22 published commercial games, including awards winning titles such as Pewdiepie Legend of the Brofist, Crysis 2, and Weirdwood Manor among many others.
1 Introduction; 2 David Tisserand: Games User Research as part of the Development Process in the Game Industry: Challenges and Best; 3 Ian Livingston: It's All About Process; 4 Ian Livingston: GUR Post Launch; 5 Graham McAllister: A GUR Maturity Model; 6 Sebastian Long: Designing A Games User Research Lab From Scratch; 7 Michael C. Medlock: GUR Methods Overview; 8 Graham McAllister and Sebastian Long: A Framework for Player Research; 9 Florian Bruhlmann & Elisa D. Mekler: Surveys in Games User Research; 10 Steve Bromley: Interviewing Players; 11 Mirweis Sangin: Observing the Player Experience; 12 Tom Knoll: The Think Aloud Protocol; 13 Michael C. Medlock: The Rapid Iterative Test and Evaluation Method (RITE); 14 Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game User Researchers and Game Designers; 15 Janne Paavilainen: Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-Play Heuristics; 16 Lennart Nacke: Introduction to Biometrics Measures for Game User Research; 17 Pierre Chalfoun, Jonathan Dankoff: Developing actionable biometric insights for production teams: case studies and key learnings; 18 Pejman Mirza-Babaei and Lennart Nacke: Reporting User Research Findings to the Development Team; 19 Anders Drachen and Shawn Connor: Game Analytics for Game User Research; 20 Lysiane Charest: Punching Above Your Weight: How small studios can leverage data for an unfair advantage; 21 Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven User Research for Indie Studios; 22 Guillaume Louvel: Play as if you were home; 23 James Berg: Dissecting the Dragon: GUR for Dragon Age: Inquisition; 24 Julien Huguenin: Running User Tests with Limited Resources and Experience; 25 Johan Dorell and Bjorn Berg Marklund: Starting from Scratch: Pragmatic and Scalable Guidelines to Impactful Games User Research; 26 Steven Schirra and Brooke White: Strategies for Understanding and Researching Mobile Games in Context; 27 Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving Players With Special Needs in Games User Research; 28 Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses and Applications; 29 Johanna Pirker: Social Network Analysis in Games User Research; 30 Ben Lewis-Evans: A short guide to user testing for simulation sickness in Virtual Reality; 31 Afterword: Flagship Areas in Games User Research
Show more1: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke:
Introduction to Games User Research
2: Veronica Zammitto: Games User Research as part of the
Development Process in the Game Industry: Challenges and Best
Practices
3: David Tisserand: It's All About Process
4: Ian Livingston: Post-launch in Game User Research
5: Graham McAllister: User experience maturity levels: Evaluating
and improving Game User Research practices
6: Sebastian Long: Designing A Games User Research Lab From
Scratch
7: Michael C. Medlock: An Overview of GUR Methods
8: Graham McAllister and Sebastian Long: A Framework for Player
Research
9: Florian Brühlmann & Elisa D. Mekler: Surveys in Games User
Research
10: Steve Bromley: Interviewing Players
11: Mirweis Sangin: Observing the Player Experience
12: Tom Knoll: The Think Aloud Protocol
13: Michael C. Medlock: The Rapid Iterative Test and Evaluation
Method (RITE)
14: Heather Desurvire and Dennis Wixon: Heuristic Uncovered for
Game User Researchers and Game Designers
15: Janne Paavilainen: Heuristic Evaluation of Playability:
Examples from Social Games Research and Free-to-Play Heuristics
16: Lennart Nacke: Introduction to Biometrics Measures for Game
User Research
17: Pierre Chalfoun, Jonathan Dankoff: Developing actionable
biometric insights for production teams: case studies and key
learnings
18: Pejman Mirza-Babaei: Reporting User Research Findings to the
Development Team
19: Anders Drachen and Shawn Connor: Game Analytics for Game User
Research
20: Lysiane Charest: Punching Above Your Weight: How small studios
can leverage data for an unfair advantage
21: Pejman Mirza-Babaei and Thomas Galati: Affordable and
Data-Driven User Research for Indie Studios
22: Guillaume Louvel: Play as if you were home
23: James Berg: Dissecting the Dragon: GUR for Dragon Age:
Inquisition
24: Julien Huguenin: Running User Tests with Limited Resources and
Experience
25: Johan Dorell and Björn Berg Marklund: Starting from Scratch:
Pragmatic and Scalable Guidelines to Impactful Games User
Research
26: Steven Schirra and Brooke White: Strategies for Understanding
and Researching Mobile Games in Context
27: Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving
Players With Special Needs in Games User Research
28: Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling:
Uses and Applications
29: Johanna Pirker: Social Network Analysis in Games User
Research
30: Ben Lewis-Evans: A short guide to user testing for simulation
sickness in Virtual Reality
31: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Front
lines in Games User Research
Dr. Anders Drachen, Ph.D. is a veteran Data Scientist, Professor at
the Digital Creativity Labs, University of York (UK). His multiple
award-winning work in data- and game science is focused on game
analytics and business intelligence. His research and professional
work is carried out in collaboration with companies spanning the
industry. He is one of the most published scientists worldwide on
game analytics, virtual economics, user research, game data
mining,
and user profiling. He is a former member of the board of the IGDA
SIG on Game User Research. Lennart Nacke, PhD, is the director of
the HCI Games Group and an associate professor for
human-computer
interaction and game design at the University of Waterloo. He is a
world-leading authority on the cognitive and emotional aspects of
player experience in video games, with a special focus on
physiological metrics and gameful design. He has authored more than
100 research publications on these topics, which have been cited
more than 8,000 times. He is also working as a gamification and
user experience consultant. He chaired the Computer-Human
Interaction (CHI) PLAY 2014 and Gamification 2013
conferences, and is currently the chair of the CHI PLAY steering
committee. He is an editor of multiple research journals and a
subcommittee co-chair of CHI 2017 and CHI 2018. He has served on
the
steering committee of the International Game Developers Association
Special Interest Group on Games User Research and loves the GUR
community. Dr. Pejman Mirza-Babaei is an Assistant Professor for
Human-Computer Interaction and Games User Research at the
University of Ontario Institute of Technology. He is also the User
Research Director at Execution Labs, Montreal. He has been involved
with the Games User Research community since 2009, where he has
published more than 40 articles, co-organized
workshops and courses in international conferences. He has
contributed to more than 22 published commercial games, including
awards winning titles such as Pewdiepie Legend of the Brofist,
Crysis 2,
and Weirdwood Manor among many others.
Games user research has come a long way in the last 2 decades, and
this book is a testament to that progress. With chapters on lab
setup and recruiting all the way to doing research on VR, this book
covers it all. It will be a great resource for those getting into
the field as well as industry veterans. I can confidently say that
if you are involved in games user research there will be something
of value to you in this book.
*Bruce Phillips, PhD, Xbox Research at Microsoft*
User research is a commonly underestimated but incredibly important
part of the design and ongoing evolution interactive products.
Anyone building interactive applications should consider and
evaluate the user experience, and in games there is a great deal of
knowledge on this. Games User Research unlocks that knowledge and
makes it actionable for everyone.
*Dr. Christian Thurau, co-founder of Twenty Billion Neurons and
Game Analytics*
Over the last 15 years, game user research has evolved into a
distinct and innovative field, spearheading methods like data
analytics or biometrics for user research. Yet researchers and
students in HCI and games had no easy entryway into this body of
work -- until now. Game User Research is poised to become the
reference handbook and default textbook of the field:
comprehensive, succinct, and accessible. This book has been long
overdue.
*Dr Sebastian Deterding, Reader, Digital Creativity Labs,
University of York, UK*
Game user research is a vital part of game development, but getting
a handle on how to work with players to improve the game experience
can be challenging. This book is loaded with wisdom from dozens of
professionals across industry and academia, and provides an
invaluable resource on how to build the best strategy for user
research.
*Ian Livingstone CBE, Chairman, Sumo Digital*
For a startup providing predictive analytics solutions for digital
games, this book is a great compendium and contains a precious list
of use cases. It does not only cover game analytics in detail but
also presents a great overview on the state-of-the-art in game user
research.
*Fabian Hadiji, CEO, Goedle.io*
So many books, so little time: this is the must read for anyone in
industry working on gameful experiences.
*Regina Bernhaupt, Director User Experience Research, Ruwido
Austria GmbH*
The Games User Research book gathers a broad spectrum of methods
from the perspective of experts from both industry and academy. It
will no doubt prove valuable to anyone interested in getting up to
speed on this important topic.
*Katherine Isbister, Professor of Computational Media, UC Santa
Cruz and author of Game Usability*
If you have an interest in understanding the science of interaction
design in games, just read this book.
*Mike Ambinder, Experimental Psychologist, Valve Corporation and
Affiliate Assistant Professor, University of Washington*
This book is an impressive community effort with the editors
incorporating the work of dozens of contributors, which makes for a
thorough overview filled with a diversity of perspectives around
games user research, and an invaluable resource for us all.
*Drew Davidson, Director and Teaching Professor, Entertainment
Technology Center, Carnegie Mellon University*
From practical methods and pragmatic takeaways across the wide
spectrum of game development, to more thoughtful future-thinking
topics, this book is a wonderful entry point into the burgeoning
field of games user research.
*Randy Pagulayan, Ph.D., Director of User Research, Xbox and
Microsoft Studios*
From practical methods and pragmatic takeaways across the wide
spectrum of game development, to more thoughtful future-thinking
topics, this book is a wonderful entry point into the burgeoning
field of games user research.
*Randy Pagulayan, Ph.D., Director of User Research, Xbox and
Microsoft Studios*
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